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build-game-audio-feedback

Design or implement responsive audio feedback for a Three.js or web game. Use for action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance.

68

Quality

83%

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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.

The body is an exceptionally lean, well-organized three-section brief (map cues, build browser-safe, verify) that respects the token budget completely and includes a genuine verification checklist. Its main gap is actionability: the guidance names what to handle but gives no executable specifics — no code, no numbers, no API references — leaving the implementer to fill in how.

Suggestions

Add a minimal executable anchor for the trickiest browser specifics, e.g. a short THREE.AudioListener/PositionalAudio snippet for user-gesture unlock and spatial audio, so the skill moves from checklist to copy-paste-ready.

Make the mix guidance concrete: give an example priority scheme (e.g. death > warning > contact > ambient) and a specific simultaneous-voice cap number instead of just "cap simultaneous voices".

Add one concrete recipe for state-based music transitions (e.g. crossfade durations and what triggers which state) so "controlled transitions rather than restarts" is executable.

DimensionReasoningScore

Conciseness

The ~20-line body is lean with zero padding: "Use audio to confirm player intent and combat state, not to add constant noise" states a design principle in one sentence, and every section is a dense checklist with no explanation of concepts Claude already knows. Matches anchor 5 ('every token earns its place').

5 / 5

Actionability

The guidance names concrete, correct tasks ("Unlock audio from a user gesture", "cap simultaneous voices", "release completed nodes", "Change music by state with controlled transitions") but stops short of executable detail — no code, no numeric voice cap, no THREE.Audio/PositionalAudio API usage, no example priority scheme. This is anchor 3 ('some concrete guidance but incomplete; missing key details') — better than anchor 2's high-level hints, but not the mostly-executable anchor 4.

3 / 5

Workflow Clarity

The body lays out a coherent map → build → verify sequence ("Map feedback", "Build for browsers", "Verify"), and the Verify section is an explicit validation checklist ("Test first interaction, rapid actions, pause, tab/background return, mobile, muted state"). It is not anchor 5 because there are no error-recovery feedback loops or ordered steps within sections; it clears anchor 4's bar since the sequence and most checkpoints are present, and no destructive/batch operations apply the score-3 cap.

4 / 5

Progressive Disclosure

The skill is under 50 lines, has no bundle files (no references/, scripts/, or assets/ exist), and nothing in the body needs to be split out — the three well-organized sections are appropriately self-contained, so the simple-skill exception for progressive disclosure applies and anchor 5 is warranted.

5 / 5

Total

17

/

20

Passed

Description

88%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 exemplary: third-person, concrete, and comprehensive, with a clear what-and-when structure and a rich set of natural trigger terms scoped to game audio. Its only weakness is a few missing common synonyms (sound effects, SFX, game audio) in the trigger vocabulary.

DimensionReasoningScore

Specificity

"Design or implement responsive audio feedback for a Three.js or web game" names the domain and action, and the "Use for" clause enumerates nine concrete capability areas ("action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance") — comprehensive coverage with no padding. It exceeds anchor 4 ('minor gaps in coverage') and is written in third person voice.

5 / 5

Completeness

Both parts are explicit: the 'what' is "Design or implement responsive audio feedback for a Three.js or web game" and the 'when' is the explicit "Use for action sounds, combat layers, music states..." trigger clause with concrete trigger phrases. Anti-drift check against anchor 4: the 'when' is already explicit and specific (nine trigger areas), so it does not fit the 'could be more explicit' anchor.

5 / 5

Trigger Term Quality

Strong natural terms users would actually say: "Three.js", "web game", "action sounds", "spatial audio", "music states", "mute controls". Missing a few common synonyms and phrasings (e.g., "sound effects", "SFX", "game audio", "volume settings"), matching anchor 4 ('good keyword coverage; a few natural terms missing') rather than the synonym-complete anchor 5.

4 / 5

Distinctiveness Conflict Risk

A clear niche (game audio feedback for Three.js/web games) with distinctive triggers like "mobile audio unlock" and "mix priorities" that few other skills would claim. Minor overlap risk remains with general audio, music-composition, or web-frontend skills, matching anchor 4 rather than the minimal-conflict anchor 5.

4 / 5

Total

18

/

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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