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author-game-levels

Author or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification.

67

Quality

80%

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SecuritybySnyk

Passed

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tessl review fix ./agent-skills/game-development/author-game-levels/SKILL.md
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.

The body is lean, well-sectioned, and validation-oriented, with strong architectural rules and explicit verification steps. Its main weakness is actionability: procedures are named but not executable — no commands, schemas, or examples show how to run fixtures, structure level data, or build the source-to-light inventory.

Suggestions

Add a small concrete example of the level-data structure (zone/anchor ID convention and a one-level-deep snippet) so 'authored level data and stable zone/anchor IDs' becomes directly actionable.

Specify how to execute the verification step: the command or script that runs the deterministic fixtures and launches the 'repository-approved browser' traversal, plus how failures are detected.

Show a minimal source-to-light inventory record (emitter ID, light ID, attachment transform, type, range, color/intensity) so the required inventory format is unambiguous, and consider moving the detailed validation/inventory checklists to a reference file to keep SKILL.md under 50 lines.

DimensionReasoningScore

Conciseness

The body is dense, imperative, and assumes Three.js competence without padding or re-explaining known concepts; minor tightening is possible in exhaustive enumerations like 'stairs, ramps, raised platforms, drop-offs, cliffs, bridges, ledges, pits'.

4 / 5

Actionability

As an instruction-only skill it is not penalized for lacking code, but key execution details are missing: 'Run deterministic route, collision, navigation, encounter, reset, and lighting fixtures' and 'traverse every critical and optional route in the repository-approved browser' name no commands, scripts, or file formats, and the source-to-light inventory lists fields without an example structure.

3 / 5

Workflow Clarity

A clear topical-to-procedural flow is present (layout, layered systems, 'Validate data and geometry', then 'Prove traversal in the browser') with explicit validation checkpoints ('Assert...', 'Reject...', 'Check...', 'Validate...') and a reporting feedback loop ('Report new failures separately from existing baseline issues'), though the cross-section ordering is implicit rather than numbered.

4 / 5

Progressive Disclosure

The single-file body (~58 lines) is well-organized into clear sections with no buried references, but it slightly exceeds the under-50-line simple-skill exception and inlines detailed checklists (validation bullet lists, inventory field specs) that would fit a separate reference file.

4 / 5

Total

15

/

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.

A strong description: third-person, concise, with a clear 'what' and an explicit 'Use for...' trigger clause covering the domain comprehensively. Its only weakness is that some trigger phrasing is internal jargon rather than the words a user would naturally say.

DimensionReasoningScore

Specificity

The description names the domain ('readable, flat-world Three.js game levels') and comprehensively lists concrete capability areas — 'movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification' — with no meaningful coverage gap.

5 / 5

Completeness

It clearly answers 'what' ('Author or revise readable, flat-world Three.js game levels') and explicitly answers 'when' with a 'Use for...' clause enumerating concrete trigger scenarios, matching the top anchor.

5 / 5

Trigger Term Quality

Natural terms like 'Three.js', 'game levels', 'collision', 'navigation', 'objectives', 'pickups', and 'lighting' are present, but phrases such as 'motivated lighting', 'deterministic level data', and 'flat-world' are authorial jargon users would rarely say, and common user phrasings like 'design a level' or 'place enemies' are missing.

4 / 5

Distinctiveness Conflict Risk

The niche is clearly defined (flat-world Three.js game level authoring) with distinct trigger terms; only minimal overlap risk exists with a generic Three.js or scene-assembly skill.

5 / 5

Total

19

/

20

Passed

Validation

100%

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

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
MengTo/Skills
Reviewed

Table of Contents

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