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build-game-inventory

Build or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems. Use for item schemas, pickup flows, stack rules, equipment slots, atomic swaps, save migration, and no-loss regression testing.

75

Quality

92%

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SecuritybySnyk

Passed

No findings from the security scan

SKILL.md
Quality
Evals
Security

Quality

Content

92%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 tight, well-structured instruction skill with strong validation discipline and clear sequencing. Actionability is high for an instruction-only skill, though adding a small concrete schema or swap example could push it to fully executable.

DimensionReasoningScore

Conciseness

Lean imperative body with no padding or explanation of concepts Claude already knows; every line (e.g., "Use one typed, serializable item source of truth and make every transfer atomic.") earns its place.

5 / 5

Actionability

Instruction-only skill with concrete, specific guidance (numbered transaction steps and a named test-boundary checklist); no executable code, but the instruction-only nature justifies that per the rubric scoring note.

4 / 5

Workflow Clarity

Transfers are sequenced as a transaction with explicit validation checkpoints (validate, compute, commit/reject, persist-after-valid) and a feedback loop ("reject without changing either side"), plus a checklist of loss-boundary tests.

5 / 5

Progressive Disclosure

Under 50 lines with no need for external references and well-organized into clear sections (item contract, transfers, UI, testing), satisfying the simple-skill exception for progressive disclosure.

5 / 5

Total

19

/

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 highly specific, well-triggered description with explicit what-and-when guidance and a clear niche. Minor room to broaden trigger synonyms, but overall excellent.

DimensionReasoningScore

Specificity

Lists multiple concrete actions and a comprehensive set of domain targets ("Build or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems" plus "item schemas, pickup flows, stack rules, equipment slots, atomic swaps, save migration").

5 / 5

Completeness

Explicitly answers both what ("Build or repair game inventory... systems") and when ("Use for item schemas, pickup flows, stack rules...") with concrete trigger phrases.

5 / 5

Trigger Term Quality

Strong natural game-dev keywords (inventory, loot, equipment, tooltips, drag-and-drop, save migration) with synonyms, but a few common variations (e.g., backpack, stash, items) are absent, short of fully comprehensive.

4 / 5

Distinctiveness Conflict Risk

Clear niche (game inventory/loot/equipment systems) with distinct triggers and minimal overlap risk with other skills.

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.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
MengTo/Skills
Reviewed

Table of Contents

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