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ambient-section-particles

Add a restrained particle atmosphere inside one section with configurable shapes, density, gravity, wind, sway, rotation, recycling or settling, pointer disturbance, visibility pausing, responsive limits, and reduced-motion fallbacks. Use for petals, leaves, snow, sparks, confetti, dots, paper, icons, or brand fragments that support a section's mood without obscuring content.

69

Quality

87%

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SecuritybySnyk

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SKILL.md
Quality
Evals
Security

Quality

Content

78%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 tightly written, expert-level instruction body: lean, concrete, and sequenced, with a solid verification checklist. Its main defect is that all three referenced bundle files (demo/index.html, demo/PROMPT.md, REFERENCES.md) are missing from the skill directory, breaking the progressive-disclosure chain, and there is no executable code beyond the config literal.

Suggestions

Ship the referenced bundle files — demo/index.html, demo/PROMPT.md, and REFERENCES.md — or remove/inline their content, since none currently exist and the body's final paragraph directs Claude to read them.

Add one minimal executable snippet (a single requestAnimationFrame loop with delta clamping, an IntersectionObserver visibility gate, and a prefers-reduced-motion early exit) so the core mechanics are copy-paste ready rather than directive-only.

Add brief error-recovery guidance to the Verify section (e.g., what to do when multiple loops survive repeated mounts or when resize causes particle counts to explode) to close the feedback-loop gap in workflow clarity.

DimensionReasoningScore

Conciseness

The body is lean and imperative with zero padding — no explanations of concepts Claude already knows ("Never attach a listener per particle", "Use one `requestAnimationFrame` loop for the whole layer", "Start with the least expensive renderer"). Every token adds guidance Claude would not infer on its own.

5 / 5

Actionability

A concrete config literal plus highly specific directives ("cap canvas backing resolution at `min(devicePixelRatio, maxDpr)`", "Set the layer to `pointer-events: none`") make the guidance mostly executable, but the skill stops short of any runnable implementation of the loop, observers, or reduced-motion fallback beyond the config object — minor gaps keep it below fully copy-paste ready.

4 / 5

Workflow Clarity

Sections give a clear ordered workflow (renderer → config → layer → simulation → pausing → accessibility → Verify) and the Verify section acts as an explicit test checklist including "Confirm only one animation loop survives repeated mounts". However, sequencing is partly implicit in heading order and there are no error-recovery feedback loops, matching the 4 anchor (clear sequence, most checkpoints) rather than 5.

4 / 5

Progressive Disclosure

The body is well-organized and its references are clearly signaled with distinct roles ("Use demo/index.html as the working reference", "demo/PROMPT.md to recreate or remix it", "REFERENCES.md as the links-only implementation source list"), but none of those files exist in the bundle — demo/, REFERENCES.md, and any references/ directory are all missing. These dangling references would cause read failures at use time, matching the 3 anchor (structure present, references not reliably usable).

3 / 5

Total

16

/

20

Passed

Description

92%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 is excellent: specific, third-person, comprehensive on capabilities, and paired with an explicit "Use for" clause full of natural trigger terms. Its only weakness is missing a few common synonyms users might say (e.g., "falling", "floating", "particle effect").

DimensionReasoningScore

Specificity

The description enumerates concrete, specific capabilities in third person: "configurable shapes, density, gravity, wind, sway, rotation, recycling or settling, pointer disturbance, visibility pausing, responsive limits, and reduced-motion fallbacks" — comprehensive coverage with no gaps, matching the top anchor.

5 / 5

Completeness

Both halves are explicit: the first sentence answers "what" (add a restrained particle atmosphere inside one section with the enumerated configurable features) and "Use for petals, leaves, snow... that support a section's mood without obscuring content" answers "when" with concrete trigger phrases.

5 / 5

Trigger Term Quality

"Use for petals, leaves, snow, sparks, confetti, dots, paper, icons, or brand fragments" gives strong natural keywords users would actually say, but common phrasings like "falling", "floating", or "particle effect" as a unit are missing, so coverage is good rather than comprehensive.

4 / 5

Distinctiveness Conflict Risk

"restrained particle atmosphere inside one section" carves out a clear niche distinct from general animation or background skills, and the concrete triggers (petals, snow, confetti, sparks within one section) make wrong-skill activation unlikely.

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

relative_links

Relative link issues: 3 missing

Warning

Total

15

/

16

Passed

Repository

MengTo/Skills

Path

agent-skills/web-design/ambient-section-particles/SKILL.md

Reviewed

Table of Contents

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