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tune-enemy-ai

Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.

67

Quality

80%

Does it follow best practices?

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SecuritybySnyk

Passed

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tessl review fix ./agent-skills/game-development/tune-enemy-ai/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

72%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.

The content is exceptionally concise and well-structured as an instruction-style design skill, with clear sections and no wasted tokens. Its main weakness is actionability and workflow clarity: it states principles and fixture categories but provides no executable examples or explicit validate-fix-retry checkpoints.

Suggestions

Add a minimal executable example of a behavior-state machine transition (e.g., a small state table or code snippet) to lift actionability from principles to copy-paste-ready guidance.

Include an explicit validation/feedback loop in the test section (run fixtures -> inspect failing transitions -> fix -> re-run) so destructive/batch test changes have a checkpoint.

Show one concrete fixture assertion format (e.g., a sample test naming the transition and expected outcome) so the 'assert transitions and outcomes' directive is unambiguous.

DimensionReasoningScore

Conciseness

The body is lean and directive ("Make enemy choices legible, bounded, and reproducible") with no padding or explanation of concepts Claude already knows; every line adds domain-specific guidance, matching the lean-and-efficient anchor.

5 / 5

Actionability

It gives concrete, specific design directives (named states, telegraph-before-active, authoritative collision) but provides no executable code or commands; for an instruction/design skill this is actionable, yet it stops at principles rather than copy-paste-ready artifacts, sitting between the 3 and 4 anchors.

3 / 5

Workflow Clarity

The perception-intent-motion section is sequenced (gather inputs, select intent, move) and the test section lists fixture categories, but there are no explicit validation checkpoints or feedback loops; the "Test the decision surface" section mentions running a browser encounter after automated tests but lacks a validate-fix-retry loop, capping it at 3.

3 / 5

Progressive Disclosure

A short, well-organized skill under 50 lines with no external references needed; sections are clearly headed and self-contained, qualifying for the simple-skill exception that lets progressive disclosure score 5 on well-organized sections alone.

5 / 5

Total

16

/

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.

The description is specific, complete, and highly distinctive, clearly stating both capabilities and trigger conditions in third person. It is among the strongest examples; only trigger-term synonym coverage keeps it from a perfect profile.

DimensionReasoningScore

Specificity

Lists multiple concrete actions ("Build, debug, balance, or test") plus a comprehensive enumeration of capability areas (aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, deterministic AI regression tests), matching the comprehensive-coverage anchor.

5 / 5

Completeness

Explicitly answers both what ("Build, debug, balance, or test combat enemy AI...") and when ("Use for aggro, target selection, ... deterministic AI regression tests") with concrete trigger phrases, matching the 5 anchor.

5 / 5

Trigger Term Quality

Strong natural terms users would say ("aggro", "boss behavior", "target selection", "spacing", "telegraphs") and good coverage of the domain vocabulary, but it lacks common synonyms or the kinds of file/extension-style hooks that would push it to the 5 anchor; a few natural phrasings (e.g. "enemy AI", "make the game harder/easier") are implied rather than listed.

4 / 5

Distinctiveness Conflict Risk

The combat-enemy-AI niche is specific with distinct triggers (aggro, telegraphs, boss behavior, behavior-state machines, deterministic AI regression tests) and minimal overlap risk with 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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