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generate2dmap

Generate and revise production-oriented 2D game maps with built-in image generation as the default visual asset source, choosing a visual model, runtime object model, collision model, art direction, and engine/export target. Use when Codex needs to create or integrate RPG maps, monster-taming maps, tactical arenas, battle backgrounds, side-scroller/parallax scenes, tilemaps, layered raster maps, clean HD hand-painted maps, pixel-inspired maps, prop packs, collision zones, walkable areas, or map previews.

72

Quality

88%

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SecuritybySnyk

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SKILL.md
Quality
Evals
Security

Quality

Content

77%Weight 40%Scale 1-3

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The body is highly actionable with a clear, validated workflow and well-signaled one-level-deep bundle references. Its main weakness is verbosity from heavy cross-section repetition and large chunks of reference-level detail kept inline rather than delegated to the reference files.

Suggestions

Consolidate the repeated side-scroll rules (scenery-only background, base must not bake runtime objects, at-most-9 candidates, reference mockup is not a deliverable) into one authoritative section and reference it, instead of restating them in Overview, Workflow, Stage Segments, Playable Stage Reference Rules, Expected Deliverables, and Validation.

Move the long Side-Scroll Stage Segments / Shared Platform Library / Playable Stage Reference Rules detail into a dedicated reference file (e.g. references/side-scroll-contract.md) and keep SKILL.md as a concise overview pointing to it, mirroring the existing layered-map and prop-pack contracts.

Tighten the Parameter Contract and Genre Routing tables by removing default-axis lists already stated in the Map Modes section to reduce duplicated inline detail.

DimensionReasoningScore

Conciseness

The body avoids explaining concepts Claude already knows, but it restates the same rules many times — the scenery-only-background, base-must-not-bake-runtime-objects, at-most-9-candidates, and reference-mockup-is-not-final rules each recur across Overview, Workflow, Side-Scroll Stage Segments, Playable Stage Reference Rules, Expected Deliverables, and Validation, so it could be tightened considerably.

2 / 3

Actionability

It provides an executable bash invocation for scripts/extract_terrain_tiles.py (arguments verified against the script), concrete asset path conventions (assets/map/<name>-base.png), full parameter enums, and per-mode deliverable lists that are copy-paste ready.

3 / 3

Workflow Clarity

A numbered Workflow (steps 1–5) ends with a dedicated Validate-and-preview step, reinforced by a Validation checklist and the Post-Reference Object Production Gate, with explicit feedback loops (regenerate/reject mismatched or object-baked bases) for batch image-generation operations.

3 / 3

Progressive Disclosure

The three references and three scripts all exist, are one level deep, and are clearly signaled via markdown links, but the 460-line body keeps large reference-level detail inline — notably the side-scroll rules repeated across several sections — so content that should be split out remains in SKILL.md.

2 / 3

Total

10

/

12

Passed

Description

100%Weight 40%Scale 1-3

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description is specific, trigger-rich, and explicitly answers both what it does and when to use it, with a clearly distinct map-generation niche. It uses third-person/imperative voice with no first/second-person slip.

DimensionReasoningScore

Specificity

"Generate and revise production-oriented 2D game maps... choosing a visual model, runtime object model, collision model, art direction, and engine/export target" lists multiple specific concrete actions and decision axes, matching the score-3 anchor rather than the single-action score-2 example.

3 / 3

Completeness

It states both what ("Generate and revise production-oriented 2D game maps...") and an explicit when ("Use when Codex needs to create or integrate..."), satisfying the score-3 anchor for explicit what-and-when triggers.

3 / 3

Trigger Term Quality

The "Use when" clause enumerates natural terms a user would say ("RPG maps, monster-taming maps, tactical arenas, battle backgrounds, side-scroller/parallax scenes, tilemaps, layered raster maps, clean HD hand-painted maps, pixel-inspired maps, prop packs, collision zones, walkable areas, or map previews"), giving broad coverage of common variations.

3 / 3

Distinctiveness Conflict Risk

The description carves a clear map-generation niche with distinct triggers; the enumerated map types are unlikely to fire for unrelated skills, matching the score-3 "clear niche with distinct triggers" anchor.

3 / 3

Total

12

/

12

Passed

Validation

93%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

referenced_paths_exist

Referenced path issues: 30 missing, 1 deeper-than-1-level

Warning

Total

15

/

16

Passed

Repository
0x0funky/agent-sprite-forge
Reviewed

Table of Contents

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