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build-threejs-enemy-systems

Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation.

70

Quality

85%

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SKILL.md
Quality
Evals
Security

Quality

Content

85%

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

A lean, well-organized instruction skill with strong workflow sequencing and explicit validation checkpoints, appropriately self-contained without external references. The primary gap is actionability: it enumerates what fields and rules to define but never shows a concrete example enemy definition or move schema to model from.

Suggestions

Add one short worked example of an authored enemy definition and one move definition (e.g., a compact JSON/YAML snippet) so the enumerated fields have a concrete template.

Optionally show a minimal deterministic-fixture example to make the 'Prove the system' section copy-paste ready.

DimensionReasoningScore

Conciseness

The body is dense and prescriptive with no padding or explanation of concepts Claude already knows (no definition of Three.js, rigs, or LOD), so every token earns its place per the 'lean and efficient' anchor; it is not level 2 because there is no unnecessary explanation to trim.

3 / 3

Actionability

Guidance is concrete and specific — enumerated fields ('stable ID, AI tags, eligibility range/angle/line-of-sight, weight'), explicit rules ('Reject duplicate IDs, missing references, invalid ranges') — but no worked example of an actual enemy definition or move data structure is shown, leaving key details missing per the 'some concrete guidance but incomplete' anchor.

2 / 3

Workflow Clarity

The 'Add a new enemy' section is a clearly sequenced 5-step process with decision branches and an explicit validation step ('Validate references, timing, contact, cooldown, recovery, interrupts, and feedback hooks'), and 'Prove the system' provides a testing checklist, matching the 'clear sequence with explicit validation steps' anchor.

3 / 3

Progressive Disclosure

No bundle files exist and the content is a compact, well-sectioned single file with clear ## headers and no nested references, so per the simple-skill scoring note well-organized sections earn the top score; it is not level 2 because nothing that should be split out is inlined.

3 / 3

Total

11

/

12

Passed

Description

85%

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 specific, well-scoped description with explicit 'Use for' trigger guidance and a clear Three.js enemy-systems niche. The main weakness is trigger-term naturalness: several listed triggers are internal concepts rather than phrases a user would naturally say, and common variants like 'enemy AI' or 'boss' are missing.

Suggestions

Add user-natural trigger terms such as 'enemy AI', 'enemy behavior', 'NPC', or 'boss enemies' alongside the existing domain terms.

Consider replacing or glossing internal jargon ('contact contracts', 'runtime state boundaries') with phrasings a user would actually say when requesting the skill.

DimensionReasoningScore

Specificity

Lists many concrete actions and artifacts — 'Build or refactor reusable, data-driven enemy archetype and moveset systems', 'content schemas, model and rig conventions, combat move timing and contact contracts' — matching the 'lists multiple specific concrete actions' anchor rather than the partial level 2.

3 / 3

Completeness

Explicitly answers what ('Build or refactor reusable, data-driven enemy archetype and moveset systems') and when ('Use for enemy content schemas... production playthrough validation'), satisfying the explicit-trigger anchor; it is not level 2 because the 'Use for' trigger clause is present.

3 / 3

Trigger Term Quality

Relevant keywords exist ('Three.js action games', 'enemy archetype', 'moveset', 'combat move timing') but several triggers are internal jargon ('contact contracts', 'runtime state boundaries', 'deterministic fixtures') and common user variations like 'enemy AI', 'NPC', or 'boss' are absent, matching 'some relevant keywords but missing common variations'.

2 / 3

Distinctiveness Conflict Risk

The niche is sharply bounded — enemy systems for Three.js action games — with domain-specific triggers unlikely to fire for unrelated skills, matching the 'clear niche with distinct triggers' anchor.

3 / 3

Total

11

/

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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