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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.

80

Quality

100%

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SecuritybySnyk

Passed

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SKILL.md
Quality
Evals
Security

Quality

Content

100%

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A concise, well-structured instruction-only skill that gives concrete modeling and transaction guidance with explicit validation checkpoints and a thorough testing checklist. It assumes Claude's competence and avoids padding.

DimensionReasoningScore

Conciseness

Lean and efficient throughout — it lists concrete items to model and concrete test cases without explaining basic programming or game concepts Claude already knows, so every token earns its place.

3 / 3

Actionability

Provides concrete, specific guidance (enumerated model fields, an explicit transaction protocol, and a named list of test boundaries); for this instruction-only skill the absence of code is not penalized because the guidance is actionable.

3 / 3

Workflow Clarity

The transfer section is a clearly sequenced 4-step process with explicit validation checkpoints ('Validate source ownership', 'Commit once or reject', 'Persist only after the committed state is valid') plus an error-prevention guard, matching the anchor for clear sequences with feedback loops.

3 / 3

Progressive Disclosure

A single-purpose skill under 50 lines with no need for external references, organized into four well-labeled sections; per the rubric's simple-skill guidance this scores 3 with just well-organized sections.

3 / 3

Total

12

/

12

Passed

Description

100%

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, specific description that names concrete capabilities, uses third-person voice, provides an explicit 'Use for' trigger clause, and carves out a distinct niche. It does not pad with buzzwords or over-claims.

DimensionReasoningScore

Specificity

Lists multiple concrete actions — 'Build or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems' — matching the anchor for listing several specific concrete actions rather than vague language.

3 / 3

Completeness

Explicitly answers both what ('Build or repair...systems') and when ('Use for item schemas, pickup flows...'), with an explicit 'Use for' trigger clause; not 2 because the when-guidance is explicit, not implied.

3 / 3

Trigger Term Quality

Covers natural terms a game developer would say ('loot', 'equipment', 'drag-and-drop', 'stack rules', 'save migration', 'pickups') with good breadth, matching the anchor for good coverage of natural terms.

3 / 3

Distinctiveness Conflict Risk

A clearly scoped game-inventory niche with distinct triggers unlikely to overlap with unrelated skills; not 2 because the domain and trigger terms are specific rather than broadly overlapping.

3 / 3

Total

12

/

12

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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