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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.

75

Quality

92%

Does it follow best practices?

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SecuritybySnyk

Passed

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SKILL.md
Quality
Evals
Security

Quality

Content

85%

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 skill that respects the context window and gives a clear compose-to-validate workflow. Its main limitation is that guidance stays at the heuristic level rather than offering concrete, executable verification steps.

Suggestions

In 'Validate', give a concrete, repeatable procedure (e.g. a numbered deterministic-start checklist or a specific pass/fail criterion) instead of descriptive guidance, to lift actionability.

Add an explicit 'adjust -> re-validate' feedback loop note so the validation step reads as a checkpoint with retry, not just a one-shot test.

DimensionReasoningScore

Conciseness

Lean ~16-line body with no padding or explanation of concepts Claude already knows; every line carries actionable design decisions, e.g. 'Cap simultaneous committed attackers and avoid offscreen damage'.

3 / 3

Actionability

Guidance is concrete and directive ('Add one pressure source at a time; require each archetype to create a distinct response'), but it is design heuristics rather than executable code or commands, which is appropriate for an instruction-only skill yet not fully 'copy-paste ready'.

2 / 3

Workflow Clarity

A clear Compose -> Keep it fair -> Validate sequence with an explicit validation step ('Create deterministic starts for low resources, each wave, boss phase, victory, and death/retry') serving as the checkpoint for this single-purpose skill.

3 / 3

Progressive Disclosure

For a sub-50-line single-task skill with no external references, the body is well-organized into three labeled sections that read as a clear overview with no nesting needed.

3 / 3

Total

11

/

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 strong, concise description that pairs a concrete action list with an explicit 'Use for...' trigger clause and a tightly scoped niche. It answers both 'what' and 'when' without fluff and uses third-person voice throughout.

DimensionReasoningScore

Specificity

Lists multiple concrete actions ('Design, implement, tune, or test') plus a long enumeration of specific sub-areas like 'arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence'.

3 / 3

Completeness

Explicitly states both what it does ('Design, implement, tune, or test Three.js action-game encounters') and when to use it ('Use for arena layout, enemy composition...'), satisfying the 'what' AND 'when' requirement.

3 / 3

Trigger Term Quality

Covers natural user-facing terms ('encounters', 'enemy composition', 'boss phases', 'spawn pacing', 'difficulty validation') that a game developer would plausibly say, with good variation rather than jargon.

3 / 3

Distinctiveness Conflict Risk

The Three.js action-game-encounter niche is narrow with distinct triggers, making overlap with unrelated skills unlikely.

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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