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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.

68

Quality

81%

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SKILL.md
Quality
Evals
Security

Quality

Content

82%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 a tight, well-structured design contract that gives concrete field lists, validation rules, and a sequenced add-enemy workflow with verification checkpoints. Its main limitation is the absence of executable code or explicit error-recovery loops, which is acceptable for an instruction-only skill but keeps actionability and workflow clarity at 4 rather than 5.

Suggestions

Add an explicit validate->fix->revalidate feedback loop in the 'Add a new enemy' or 'Prove the system' section (e.g., 'If a fixture fails, fix the definition and rerun; do not patch runtime branches').

Include one short concrete schema/code sketch (e.g., a minimal enemy definition JSON or a validation command) to lift actionability toward copy-paste ready.

Consider splitting the long field lists for moves and presentation contracts into a referenced reference file to keep SKILL.md as a leaner overview.

DimensionReasoningScore

Conciseness

The body is lean and efficient, assuming Claude's competence: it never explains what Three.js or enemy AI is, and every line is actionable design guidance that earns its place with no padding.

5 / 5

Actionability

As an instruction-only design skill it provides concrete, specific guidance — exact fields to define (IDs, stats, sockets, rig maps), exact validation rules, and exact fixture scenarios — but it offers no executable code or commands, which fits the instruction-only allowance yet leaves it just short of fully copy-paste ready.

4 / 5

Workflow Clarity

The 'Add a new enemy' section is a clearly sequenced 5-step process with embedded validation checkpoints (step 4 'Validate references, timing, contact...' and step 5 'deterministic fixtures and automated tests'), and 'Prove the system' provides test checklists, though error-recovery feedback loops are only implicit rather than spelled out as validate->fix->retry.

4 / 5

Progressive Disclosure

Content is well organized into clearly headed sections (content vs runtime, presentation contracts, moves as data, fallback, add-an-enemy, prove-the-system) with no unnecessary external references and no nesting; it sits just over the ~50-line simple-skill threshold, so a 5 for organization-only is slightly generous.

4 / 5

Total

17

/

20

Passed

Description

80%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 clearly answers both what the skill does and when to use it, with a distinct, low-conflict niche for Three.js enemy systems. Trigger phrasing is somewhat jargon-heavy and could include more natural user synonyms, slightly limiting trigger-term quality.

Suggestions

Add a few more natural user-facing trigger phrases (e.g., 'enemy AI', 'combat moves', 'enemy stats') alongside the technical terms so non-expert users can discover the skill.

Lead the 'Use for' list with the most common phrasings a game developer would actually say before the niche terms like 'contact contracts' and 'runtime state boundaries'.

DimensionReasoningScore

Specificity

Names the domain ('Three.js action games') and the core action ('Build or refactor reusable, data-driven enemy archetype and moveset systems') plus a list of concrete sub-areas (schemas, rig conventions, timing, contact contracts, fallbacks, fixtures), but the bulk of the list reads as trigger contexts rather than distinct verbs, leaving minor coverage gaps versus a fully comprehensive action set.

4 / 5

Completeness

It explicitly states both what ('Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games') and when ('Use for enemy content schemas, ... or production playthrough validation'), matching the anchor pattern of clearly answering both with concrete trigger phrases.

5 / 5

Trigger Term Quality

It includes relevant natural terms a Three.js game developer would say ('enemy', 'Three.js', 'action games', 'moveset', 'model and rig'), but many listed triggers ('contact contracts', 'runtime state boundaries', 'deterministic fixtures') are jargon-heavy and common synonyms like 'enemy AI' or 'combat' variations are underrepresented.

3 / 5

Distinctiveness Conflict Risk

The 'Three.js action games' plus 'enemy archetype and moveset systems' framing carves a clear niche with distinct triggers and minimal overlap risk against other skills.

5 / 5

Total

17

/

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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