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design-game-encounters

Design, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.

72

Quality

89%

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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 concise, well-structured instruction-only skill that provides specific actionable design guidance with a validate-and-adjust feedback loop. Slight headroom remains in making the workflow more explicitly sequenced and the guidance more granular.

Suggestions

Number the workflow steps (1. Compose → 2. Keep it fair → 3. Validate) with explicit validation checkpoints to lift workflow_clarity toward 5.

Add one or two concrete numeric guardrails (e.g., a recommended cap value for simultaneous committed attackers) to make the actionable guidance more copy-paste concrete.

Optionally include a short worked example of one encounter composition passing validation to ground the abstract principles.

DimensionReasoningScore

Conciseness

Lean and efficient with no padding or explanation of concepts Claude already knows; every line ('Design encounters as decisions, not actor counts.') earns its place.

5 / 5

Actionability

Concrete, specific guidance throughout ('Define objective, available space, enemy roles...'; 'Cap simultaneous committed attackers') with actionable checklists and constraints, though it stays at the design-principle level rather than fully concrete step-by-step procedure.

4 / 5

Workflow Clarity

A clear Compose → Keep it fair → Validate sequence with an explicit test-then-adjust feedback loop in Validate, but steps are sectioned rather than numbered with explicit checkpoints.

4 / 5

Progressive Disclosure

Under 50 lines, no external references needed, and well-organized into clearly signaled sections, satisfying the simple-skill exception for a top score on structure.

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, third-person description that explicitly states both capability and trigger conditions with concrete domain terms. The only minor gap is the absence of synonym/file-extension variants among the trigger terms.

DimensionReasoningScore

Specificity

Lists multiple concrete actions ('Design, implement, tune, or test') plus a comprehensive enumeration of encounter facets (arena layout, enemy composition, spawn pacing, boss phases, reward cadence, etc.), matching the comprehensive-coverage anchor.

5 / 5

Completeness

Explicitly answers both 'what' ('Design, implement, tune, or test Three.js action-game encounters') and 'when' ('Use for...') with concrete trigger phrases, matching the top anchor.

5 / 5

Trigger Term Quality

Strong domain keyword coverage ('arena layout', 'spawn pacing', 'boss phases', 'difficulty validation') that a game developer would naturally say, but lacks synonyms or file-extension variants that would lift it to the comprehensive anchor.

4 / 5

Distinctiveness Conflict Risk

Narrows to 'Three.js action-game encounters' with highly specific triggers, establishing a clear niche with minimal overlap risk against other skills.

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.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
MengTo/Skills
Reviewed

Table of Contents

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