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build-game-map-editor

Build, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or patrol overlays, implement local draft import, export, undo, and reset, secure an editor route with IP and password sessions, or validate and release a map editor without mutating live gameplay data.

72

Quality

88%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

SKILL.md
Quality
Evals
Security

Quality

Content

85%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 well-structured, highly actionable instruction-only skill body: explicit lifecycle, validation checkpoints at every boundary, and a clean handoff to a single real reference file for project-specific detail. Its main weakness is moderate redundancy in validation and draft-handling instructions that could be consolidated.

Suggestions

Consolidate the repeated validation rules (document section, drafts section, integration step 1) into a single validation checklist referenced from each boundary to reduce token cost.

Add one short concrete example of the versioned editor document (schema identifier, entity record shape) so implementers can match the schema exactly without inventing one.

Trim enumeration-heavy bullet lists (e.g., teardown disposal items, access-control bullets) to the non-obvious items only.

DimensionReasoningScore

Conciseness

The body is dense and prescriptive, assuming competence (no concept explanations), but validation/draft rules repeat across 'Define a versioned editor document', 'Keep drafts reversible and isolated', and 'Integrate a reviewed draft', and some bullet lists could be tightened — minor over-explanation remains.

4 / 5

Actionability

Concrete, executable guidance is given throughout — the exact lifecycle string, the flat-plane rule '{ x, y: 0, z }', specific camera controls and the 'F' shortcut, and precise security mechanisms (HMAC-signed IP-bound claims, HTTP-only strict same-site cookie, fail-closed rendering). Minor gaps remain: no concrete schema/validation code sample or runnable commands, so it is not fully copy-paste ready.

4 / 5

Workflow Clarity

The multi-step process is clearly sequenced via the explicit lifecycle, the numbered integration sequence leads with 'Validate schema, version, manifest, bounds, flat-plane rules', validation gates are required at every import/export boundary, and a full 'Verify the editor' checklist covers deterministic tests and browser verification, including confirmation before the destructive reset.

5 / 5

Progressive Disclosure

The body is well-sectioned, explicitly moves game-specific detail out of the reusable component, and ends with a single clearly signaled, one-level-deep reference (references/vesperfall-implementation.md) that exists and is directly relevant (route, source-file map, boundary).

5 / 5

Total

18

/

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-scoped description with an explicit 'Use when' clause enumerating concrete triggers across editing, overlay, draft lifecycle, security, and release concerns. Its only weakness is missing a few natural synonyms (e.g., 'level editor') that users might say.

Suggestions

Add common synonyms such as 'level editor' or 'tile map editor' to the trigger phrasing so users who use those terms also match the skill.

Trim the very long 'Use when' clause into a few shorter trigger phrases so each one is easier to scan and match.

DimensionReasoningScore

Specificity

The description lists multiple specific concrete actions — 'derive a versioned editor document from authored placements', 'add outliner, layer, selection, drag, snap, inspector, or camera controls', 'expose enemy aggro, leash, or patrol overlays', 'secure an editor route with IP and password sessions, or validate and release' — covering the skill's scope comprehensively with no significant gaps.

5 / 5

Completeness

It explicitly answers both what ('Build, extend, or audit production-linked browser map editors...') and when ('Use when Codex needs to create a private director view, derive a versioned editor document..., secure an editor route...'), with concrete trigger phrases matching the anchor-5 example.

5 / 5

Trigger Term Quality

Natural trigger terms are strong ('map editor', 'Three.js', 'isometric games', 'outliner', 'snap', 'inspector', 'undo', 'export'), but common user synonyms such as 'level editor' or 'tile/tilemap editor' are absent, leaving a few natural terms missing.

4 / 5

Distinctiveness Conflict Risk

'Production-linked browser map editors for Three.js and isometric games' with draft-export-security workflow is a clear niche with distinct triggers and minimal conflict risk against generic game-dev or UI 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.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
MengTo/Skills
Reviewed

Table of Contents

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