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design-action-combat

Design, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, and deterministic combat tests.

71

Quality

86%

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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, 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.

DimensionReasoningScore

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

Description

87%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 that explicitly answers both what it does and when to use it, in third-person imperative style with natural domain trigger phrases. Its only weaknesses are mild: slightly generic capability verbs and a few missing community synonyms (hitbox, parry, frame data) that would push trigger coverage from good to comprehensive.

DimensionReasoningScore

Specificity

It lists several specific actions — "Design, implement, tune, or test readable tactical action combat for web games" — plus a rich enumeration of sub-topics ("attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases"). The verbs are a touch more generic than level 5's 'extract text, fill forms, merge' style and no concrete operation like 'define frame-data tables' is named, which places it at 'several specific actions; minor gaps in coverage' — clearly above level 3, where only 1–2 concrete actions are given.

4 / 5

Completeness

Both halves are explicit: the 'what' is "Design, implement, tune, or test readable tactical action combat for web games" and the 'when' is the concrete "Use for attack timing, guard and dodge windows, ... boss phases, combat feedback, and deterministic combat tests" clause. This mirrors the level-5 anchor's two-sentence what-plus-when structure exactly; nothing is left merely implied.

5 / 5

Trigger Term Quality

Trigger terms are natural and domain-authentic — a user asking about combat work would plausibly say "attack timing", "dodge windows", "boss phases", "lock-on", "combat feedback". Coverage is good but a few common community phrases are absent (hitbox, parry, i-frames, frame data, combos), matching 'good keyword coverage; a few natural terms missing' rather than level 5's comprehensive synonym set.

4 / 5

Distinctiveness Conflict Risk

"readable tactical action combat for web games" carves out a clear niche, and every trigger term (guard/dodge windows, posture, lock-on, boss phases, deterministic combat tests) points uniquely at this skill rather than generic game-dev or testing skills. Conflict risk is minimal, matching the clear-niche anchor; level 4 would require plausible overlap with a closely related skill, which is not the case.

5 / 5

Total

18

/

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

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