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team-combat

Orchestrate the combat team — game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester — design through implement and validate.

58

Quality

73%

Does it follow best practices?

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SecuritybySnyk

Passed

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tessl review fix ./.claude/skills/team-combat/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

77%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 strongly actionable, well-sequenced orchestrator skill with explicit gates, validation loops, and copy-paste-ready prompts and verdicts. Its main weaknesses are repeated meta-justification prose that inflates the token budget and inlined rationale blocks that belong in a reference file, and a frontmatter/body mismatch on which agents the description enumerates.

Suggestions

Move the design-rationale prose (the announce-the-active-set justification, the 'why this does not violate the Collaboration Protocol' blockquotes, the skipped-check philosophy) into a single reference file such as references/design-rationale.md, keeping one-line pointers in SKILL.md.

State the bounded write exception once (e.g., in the File Write Protocol section) and reference it from the path table instead of arguing it in both places.

Trim duplicate cross-references — Phase 0 says 'See the Decision Points note above' twice within a few lines; one pointer plus the doc path suffices.

DimensionReasoningScore

Conciseness

The body is mostly operational with no padding about concepts Claude already knows, but it carries several sections of meta-justification that could be tightened — e.g. 'The collapse is correct: team.size is rigor-fronted and the narrow default is the token lever. Without saying so, a reader cannot distinguish a correctly-collapsed run from a broken pipeline', 'a constraint that is enforced but never surfaced is indistinguishable... from one that was never enforced', and the bounded-exception rationale stated in the Phase-1 blockquote then restated in the File Write Protocol section. This matches 'mostly efficient but includes some unnecessary explanation or could be tightened'. It is not 2 because the verbosity is concentrated in rationale prose rather than pervasive padding, and not 4 because the repeated justifications span multiple sections rather than being minor isolated instances.

3 / 5

Actionability

Guidance is fully executable: the exact argument-check usage string to output, a copy-paste return contract for agent prompts ('Write your full output to [path]... Return only (1) the path written, (2) a ≤5-bullet summary...'), a path table fixing each phase's write destination, verbatim AskUserQuestion prompts with enumerated options ('[A] Proceed — spawn implementation agents...'), a bang-command for config resolution, and verbatim verdict strings. This matches 'fully executable; copy-paste ready code or commands; specific examples cover the common cases' — an instruction-only orchestrator skill with concrete, specific guidance throughout.

5 / 5

Workflow Clarity

Phases 0–6 are clearly sequenced with explicit decision gates at each transition, and validation is built in: 'a named artifact that is not on disk is a failed phase, however fluent the response reads', the Error Recovery Protocol with resume instructions ('Resume it naming the unmet contract'), the File Write Protocol's ask-once approval loop, and the skipped-engine check with its required NOT ASSESSED record. This matches 'clear sequence with explicit validation steps; feedback loops for error recovery; checklists for complex processes'. The batch file-write operations have their validation loop present, so no cap applies.

5 / 5

Progressive Disclosure

Structure is present (clear headers, a path table, clearly signalled one-level-deep references to .claude/docs files such as 'Full procedure: .claude/docs/error-recovery-protocol.md'), but no bundle files exist and substantial content that belongs in a reference is inlined in the single 260-line SKILL.md — notably the ~24-line announce-the-active-set rationale, the three justification blockquotes after the path table, and the repeated bounded-exception argument. This matches 'some structure but could be better organized... content that should be separate is inline'. It is not 4 because the inlined meta-rationale is more than a minor organization gap, and not 2 because the pipeline content itself genuinely belongs in the main file and navigation is easy.

3 / 5

Total

16

/

20

Passed

Description

58%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.

The description has a clear, specific 'what' with an enumerated team roster and a design→implement→validate arc, but entirely lacks 'when to use' trigger guidance and natural user phrasings. Adding a 'Use when...' clause with combat-specific trigger terms would lift both completeness and trigger-term quality.

Suggestions

Add an explicit trigger clause, e.g. 'Use when the user asks to design, implement, or validate a combat mechanic (e.g., melee parry, ranged spread, boss AI patterns)'.

Include natural synonyms users would say — 'combat system', 'combat feature', 'enemy AI', 'hitboxes', 'damage model' — not just the agent roster.

Mention the engine-architecture validation step in the action list so the described capabilities match the pipeline the body actually runs.

DimensionReasoningScore

Specificity

Names the domain (combat) and several concrete actions ("design through implement and validate") plus an enumerated agent roster ("game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester"), which matches the anchor 'lists several specific actions; minor gaps in coverage'. It is not 5 because coverage has minor gaps — the engine specialist (a named pipeline participant) is omitted and the artifacts produced are not mentioned.

4 / 5

Completeness

The 'what' is clear (orchestrate a multi-agent combat team from design through implementation and validation), but there is no 'Use when...' clause or equivalent explicit trigger guidance, so per the judging guidelines completeness is capped at 3 ('has a clear what but when is missing or only weakly implied'). It is not 2 because the 'what' is concrete and specific, not vague.

3 / 5

Trigger Term Quality

Relevant keywords are present ("combat", "implement", "validate", role names like "gameplay-programmer" and "sound-designer") but common natural variations a user would say are missing ("combat feature", "combat system", "enemy AI", "game", "battle"), matching the anchor 'some relevant keywords but missing common variations or synonyms'. It is not 4 because no broader natural phrasing beyond the role list would surface this skill for a request like 'add a parry system to my game'.

3 / 5

Distinctiveness Conflict Risk

'Combat team' carves a clear niche with distinct triggers (combat design, combat implementation, combat validation), matching 'mostly distinct; minor overlap risk with closely related skills'. It is not 5 because the skill body reveals sibling orchestrators (team-narrative, team-level, team-qa, team-release) that share the same orchestration pattern, creating minor overlap risk for generic 'design and implement' requests; it is not 3 because 'combat' is far more distinctive than 'works with document files'.

4 / 5

Total

14

/

20

Passed

Validation

87%

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

Validation — 14 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

allowed_tools_field

'allowed-tools' contains unusual tool name(s)

Warning

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

14

/

16

Passed

Repository
Donchitos/Claude-Code-Game-Studios
Reviewed

Table of Contents

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