Content
86%Weight 40%Scale 1-5Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
A tight, expert-level design checklist that is close to ideal for an instruction-only skill: dense, non-generic, and organized around a natural design→tune→test→verify lifecycle. The main gap is the absence of any worked example (a sample frame-data spec or state machine) and an explicit iteration loop when verification fails.
Suggestions
Add one compact worked example under 'Specify every combat verb' — e.g. a two-row frame-data table (startup/active/recovery/cancel window) for a light attack and a dodge — so the field list has a concrete instantiation.
Close the loop in 'Verify in play' by adding one line on what to do on mismatch (e.g. 'If feedback disagrees with resolved state, fix the simulation first — visuals stay downstream'), turning the checkpoint into a validate→fix→retry loop.
Consider an explicit ordering cue (one sentence at the top stating the sections run in design→implement→tune→test→release order) so the implicit lifecycle is unmistakable.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The ~27-line body is entirely directive with zero padding — e.g. "define: startup, active window, recovery, cancellation rules, resource cost, contact shape, damage/posture outcome, cooldown, and feedback" — and explains nothing Claude already knows; "Treat combat as explicit state machines... rather than animation-driven guesses" states a principle rather than teaching a concept. Every token earns its place, matching the lean-and-efficient anchor. | 5 / 5 |
Actionability | The guidance is concrete and checkable — exact fields to specify, exact validity gates ("Require direction, range, phase, and state validity before resolving an outcome"), and an enumerated test matrix ("early/late timing, wrong direction, out-of-range contact... pause/frame step, equip swaps, and repeated inputs") — but it contains no worked example (e.g. a sample frame-data table or state-machine spec), so it falls at 'mostly executable; minor gaps' rather than fully copy-paste ready. For an instruction-only skill the checklists are genuinely actionable, which keeps it clearly above level 3's pseudocode/incomplete anchor. | 4 / 5 |
Workflow Clarity | The section order (specify → authoritative outcomes → tune → test deterministically → verify in play) is a coherent design-to-release lifecycle with a genuine validation checkpoint in "Verify in play": "Confirm that player intent, contact feedback, health/posture changes, sound/VFX, and target state agree." However, the sequence is implicit in section ordering rather than explicitly stepped, and there is no error-recovery loop (what to do when verification fails), which fits 'clear sequence with most checkpoints; minor validation gaps' rather than level 5. No destructive/batch-operation cap applies. | 4 / 5 |
Progressive Disclosure | The skill is under 50 lines with no references/, scripts/, or assets/ bundle present, and each concern is cleanly split into its own section (Specify / Outcomes / Tune / Test / Verify). Per the rubric's simple-skill guideline, well-organized sections alone justify the top anchor here. | 5 / 5 |
Total | 18 / 20 Passed |