Content
88%Weight 40%Scale 1-5Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
An exceptionally concrete orchestration workflow: every phase has executable commands, verbatim messages, validation checkpoints, and explicit failure outcomes (INCOMPLETE/BLOCKED). The only costs are minor rule repetition and a monolithic body where some engine-resolution and template detail could live in references.
Suggestions
Deduplicate the tier rule — state "the workflow value, never rigor or qa.level" once in Phase 1 and have Phase 7 simply reference it.
Move the Godot executable-resolution precedence (commands.test vs engine.path vs PATH) into references/engine-checks.md alongside the Unity/Unreal rules, keeping Phase 6 to the check command itself.
Consider moving the full Phase 7 closing-block templates into a short reference so SKILL.md stays a navigable overview of the seven phases.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The body is extremely dense with no padding and no explanation of concepts Claude already knows, but a few rules are restated ("never `rigor` or `qa.level`" appears in Phase 1 and Phase 7; Run result formatting is specified twice), matching anchor 4's 'efficient with minor instances that could be trimmed' rather than the every-token-earns-its-place anchor 5. | 4 / 5 |
Actionability | Guidance is fully executable throughout: exact bash commands (e.g. `md-section.sh set-field <story> Status "In Progress"`), the godot parse-check invocation with exit-code semantics, verbatim stop messages, and copy-ready output templates, matching anchor 5. | 5 / 5 |
Workflow Clarity | Seven named phases are sequenced with a copy-and-tick checklist, gating stops in Phase 2, explicit validation in Phase 6 (artifact existence, parse check, run-and-observe with OBSERVED/NOT VERIFIED/N/A outcomes), and feedback loops (resume the agent; specialist findings go back to the programmer once), matching anchor 5. | 5 / 5 |
Progressive Disclosure | The two reference files (engine-checks.md, version-mismatch.md) exist, are one level deep, clearly signaled, and conditionally loaded ("Read only when the engine is Unity or Unreal"), but the ~300-line body keeps substantial detail inline (Godot executable-resolution rules, full Phase 7 closing templates) rather than acting as an overview, fitting anchor 4 more than the well-split anchor 5. | 4 / 5 |
Total | 18 / 20 Passed |