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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.

Quality

91%

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SKILL.md
Quality
Evals
Security

Quality

Content

86%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-only skill: it separates content from runtime, gives precise field-level contracts, a decision workflow with validation steps, and a thorough verification program, all in lean prose. The main gaps are the absence of a concrete example definition/schema and explicit error-recovery loops after validation failures.

Suggestions

Add a minimal example enemy definition (inline or in a references/ file) showing the authored-content schema and one move entry, so the field lists have a concrete template to follow.

In the 'Add a new enemy' workflow, make the feedback loop explicit: on validation failure, fix the definition and re-validate before proceeding to proof.

Name the concrete validation/playthrough commands or scripts (e.g., how to run the deterministic fixtures and the browser playthrough) rather than only describing what to verify.

DimensionReasoningScore

Conciseness

The body is lean and imperative throughout — e.g., "Never mutate authored definitions, store live timers in content, or duplicate the combat clock across AI, animation, and rendering" — with zero background exposition of concepts Claude already knows and no padded sections. Every line adds domain-specific constraints, matching the 'every token earns its place' anchor.

5 / 5

Actionability

Guidance is concrete and executable in intent: exact field lists ("stable ID, AI tags, eligibility range/angle/line-of-sight, weight, and state prerequisites"), a numbered decision workflow, and specific test categories. However, there is no example content definition, schema snippet, or command — an instruction-only skill is not penalized for lacking code, but a minimal example definition and a concrete validation/playthrough command would close the gap to fully actionable.

4 / 5

Workflow Clarity

"Add a new enemy" is a clear 5-step decision sequence with explicit validation checkpoints (step 4 "Validate references, timing, contact, cooldown, recovery, interrupts, and feedback hooks"; step 5 "Add deterministic fixtures and automated tests, then run desktop and mobile playthroughs"), and "Prove the system" is a verification checklist. It falls short of the top anchor because no error-recovery feedback loop is stated — what to do when content validation rejects a definition (fix and re-validate) is implied but not explicit.

4 / 5

Progressive Disclosure

There are no bundle files (references/, scripts/, assets/ do not exist), and none are needed: the ~53-line body is compact, well-sectioned, and contains no bulk material (long API tables, extended examples) that clearly belongs in a separate file. Per the simple-skill guidance, well-organized sections with no external-reference need satisfy the top anchor.

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 strong description: it states a clear capability, uses an explicit "Use for" trigger clause with concrete domain phrases, and occupies a distinct niche. The only gap is modest synonym coverage of natural trigger terms (e.g., boss fights, enemy AI, attack patterns).

DimensionReasoningScore

Specificity

The description names concrete actions ("Build or refactor reusable, data-driven enemy archetype and moveset systems") and comprehensively enumerates the skill's scope: "enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation". This matches the anchor for multiple specific concrete actions with comprehensive coverage; no generic filler language is present.

5 / 5

Completeness

It explicitly answers both questions: the "what" is "Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games" and the "when" is an explicit "Use for ..." clause listing concrete trigger phrases. This matches the top anchor, including the third-person/imperative voice the good examples use.

5 / 5

Trigger Term Quality

Good natural keyword coverage — "Three.js action games", "enemy", "moveset", "combat move timing", "model and rig", "placeholder fallbacks" are phrases a user building an action game would plausibly say. A few natural synonyms are missing (e.g., "boss", "enemy AI", "attack patterns", "enemy attacks"), so it falls just below the comprehensive-with-synonyms anchor.

4 / 5

Distinctiveness Conflict Risk

The niche is precise (data-driven enemy content systems for Three.js action games) and the triggers are domain-unique; nothing here would plausibly fire for an unrelated skill. It is well below the level of anchor 4's 'minor overlap risk with closely related skills' since the combination of enemy archetype/moveset authoring and Three.js is highly specific.

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

Path

agent-skills/game-development/build-threejs-enemy-systems/SKILL.md

Reviewed

Table of Contents

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