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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.

80

Quality

100%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

SKILL.md
Quality
Evals
Security

Quality

Content

100%

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

A well-structured, lean instruction skill that enumerates concrete combat-design and test guidance across clearly sequenced sections with built-in verification checkpoints. It earns the top anchor on all four content dimensions.

DimensionReasoningScore

Conciseness

Lean and efficient with no boilerplate or explanation of concepts Claude already knows; every section adds domain-specific guidance and assumes competence.

3 / 3

Actionability

Concrete, specific instruction-only guidance (e.g., 'define: startup, active window, recovery, cancellation rules, resource cost, contact shape ...') and enumerated test cases; absence of code is not penalized for actionable instruction skills.

3 / 3

Workflow Clarity

Sections sequence a clear process (specify verbs -> authoritative outcomes -> tune -> test deterministically -> verify in play) with explicit 'Test' and 'Verify in play' checkpoints acting as validation steps.

3 / 3

Progressive Disclosure

Under 50 lines with no need for external bundle files (none exist); content is split into well-organized, clearly headed sections, satisfying the simple-skill top anchor.

3 / 3

Total

12

/

12

Passed

Description

100%

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 concise, third-person description with concrete actions, an explicit 'Use for' trigger, and a well-scoped niche. It satisfies the top anchor on every dimension with no padding or over-claims.

DimensionReasoningScore

Specificity

Lists multiple concrete actions ('Design, implement, tune, or test') plus a detailed enumeration of combat elements (attack timing, guard/dodge windows, hit contact, posture, lock-on, weapons, boss phases).

3 / 3

Completeness

Explicitly answers both 'what' (design/implement/tune/test readable tactical action combat for web games) and 'when' (an explicit 'Use for ...' trigger clause), satisfying the top anchor.

3 / 3

Trigger Term Quality

The 'Use for ...' clause covers natural terms a user would say (attack timing, guard and dodge windows, lock-on, boss phases, combat feedback, deterministic combat tests), matching the strong anchor.

3 / 3

Distinctiveness Conflict Risk

The niche 'readable tactical action combat for web games' with its specific trigger terms is clearly distinct and unlikely to fire for unrelated skills.

3 / 3

Total

12

/

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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