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axiom-games

Use when building ANY 2D or 3D game with SpriteKit, SceneKit, or RealityKit, or adding touch controls or game controller support. Covers scene graphs, ECS, physics, actions, game loops, rendering, TouchController, GCController.

Quality

84%

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SecuritybySnyk

Passed

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SKILL.md
Quality
Evals
Security

Quality

Content

67%Weight 40%Scale 1-5

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

A well-structured router skill with concrete routing targets, specific critical patterns, and unusually strong anti-rationalization content that preempts common excuses. Its main costs are token redundancy from three parallel routing formats covering identical mappings, and references pointing to files that are not part of this bundle.

Suggestions

Collapse the three parallel routing structures — Quick Reference table, Decision Tree, and Example Invocations — into one authoritative table; the other two repeat the same symptom-to-file mappings and roughly double the routing token cost.

Keep either the dot graph or the numbered decision list, not both; they encode the identical decision logic.

Make reference paths verifiable within the skill's own bundle (e.g. a references/ directory shipped with the skill), or state explicitly where `skills/*.md` files live so navigation does not depend on an external suite layout.

DimensionReasoningScore

Conciseness

The body assumes Claude's competence — no padding explaining what SpriteKit or ECS is — but the same routing mappings are stated three times: the Quick Reference table, the Decision Tree (both a dot graph and a numbered list), and Example Invocations all map the same symptoms ("Physics contacts not firing", "Frame rate drops", "Touches not registering") to the same files. This structural repetition could be tightened by keeping one primary routing format.

3 / 5

Actionability

Routing is concrete and executable — "See `skills/spritekit.md`", "Launch `spritekit-auditor` agent or `/axiom:audit spritekit`" — and Critical Patterns gives specific technical guidance ("`[weak self]` in all `SKAction.run` closures", "PhysicsCategory struct with explicit bitmasks"). Not 5: the primary actions depend on files whose presence cannot be confirmed in this bundle, and no executable code examples are shown.

4 / 5

Workflow Clarity

The routing decision flow is explicit and unambiguous — symptom → destination, expressed in the table, the numbered decision list, and example invocations. Not 5: there is no checkpoint or feedback step confirming the routed reference resolved the user's problem, and the redundant routing formats slightly obscure which structure is authoritative.

4 / 5

Progressive Disclosure

Textbook router form: a compact overview with one-level-deep, clearly signaled references organized in a symptom-driven table ("Physics contacts not firing | See `skills/spritekit-diag.md`"). Not 5: the referenced `skills/*.md` files are not present in this skill's bundle (no references/ or sibling files exist), so navigation targets are unverifiable and paths assume an external suite layout.

4 / 5

Total

15

/

20

Passed

Description

95%Weight 40%Scale 1-5

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

A strong description that explicitly states both what it covers and when to use it, using natural framework and input terminology in third-person voice. The only gap is that the diagnostics and porting workflows the body routes to are not reflected in the capability list.

DimensionReasoningScore

Specificity

Names concrete capabilities with specific frameworks and APIs — "building ANY 2D or 3D game with SpriteKit, SceneKit, or RealityKit", "adding touch controls or game controller support", "Covers scene graphs, ECS, physics, actions, game loops, rendering, TouchController, GCController" — but omits the diagnostics, migration/porting, and audit workflows the skill actually handles, matching the 'several specific actions; minor gaps' anchor rather than comprehensive coverage.

4 / 5

Completeness

Explicitly answers both: "Use when building ANY 2D or 3D game with SpriteKit, SceneKit, or RealityKit, or adding touch controls or game controller support" (when, with concrete triggers) and "Covers scene graphs, ECS, physics, actions, game loops, rendering, TouchController, GCController" (what).

5 / 5

Trigger Term Quality

"2D or 3D game", "SpriteKit", "SceneKit", "RealityKit", "touch controls", "game controller" are exactly the natural phrases a user would say when needing this skill; framework names plus generic game phrasing give comprehensive trigger coverage for the domain.

5 / 5

Distinctiveness Conflict Risk

A clear niche — Apple game development — with distinctive triggers (SpriteKit, SceneKit, RealityKit, TouchController, GCController) that no other plausible skill would claim, keeping conflict risk minimal; not 4 because the named frameworks and game-specific terms leave virtually no overlap with adjacent skills.

5 / 5

Total

19

/

20

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.

Validation — 15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

referenced_paths_exist

Referenced path issues: 1 missing

Warning

Total

15

/

16

Passed

Repository

CharlesWiltgen/Axiom

Path

.claude-plugin/plugins/axiom/skills/axiom-games/SKILL.md

Reviewed

Table of Contents

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