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game-design

Game design principles. GDD structure, balancing, player psychology, progression.

48

Quality

51%

Does it follow best practices?

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Adds up to 20 points to the overall score

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SecuritybySnyk

Passed

No findings from the security scan

Fix and improve this skill with Tessl

tessl review fix ./plugins/AI-Agents-Safe-Coding-Skills/skills/game-development/game-design/SKILL.md

The canonical home for this skill is game-design in administrakt0r/AI-Agents-Safe-Coding-Skills

SKILL.md
Quality
Evals
Security

Quality

Content

53%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 body is a well-structured topical reference of game-design frameworks, lean in form but largely restating general knowledge with limited executable guidance and no sequenced workflow. Organization is its main strength.

Suggestions

Replace restated general knowledge (player types, flow state, reward schedules) with skill-specific heuristics, templates, or decision rules Claude would not already produce.

Add a concrete, sequenced design workflow with checkpoints (e.g., define core loop -> draft GDD section -> balance -> playtest/validate) instead of purely topical sections.

Provide an actionable GDD template or balancing checklist Claude can directly fill in, rather than only listing section names and strategy tables.

DimensionReasoningScore

Conciseness

The body is compact (tables and short bullets) but largely restates well-known concepts Claude already knows (Bartle player types, flow state, core loops, reward schedules), so it is mostly efficient in form without adding much novel value.

3 / 5

Actionability

It offers usable frameworks (30-second loop, GDD section template, do/don't anti-patterns) but mostly describes and categorizes rather than giving concrete executable steps or commands, matching the score-3 anchor of partial concrete guidance with key details missing.

3 / 5

Workflow Clarity

Sections are topically organized rather than sequenced as a multi-step workflow, with no validation checkpoints; as a non-destructive conceptual skill it is not capped lower, but the absence of any sequenced process keeps it at 3.

3 / 5

Progressive Disclosure

Content is well-organized into clear headed sections with no nested external references (no bundle files exist), but at ~125 lines it inlines reference-style tables that could be split into separate files, placing it just below a 5.

4 / 5

Total

13

/

20

Passed

Description

48%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 a concise topic list for a distinct niche but lacks concrete verbs describing actions and omits any explicit "Use when..." trigger guidance. It is recognizable but not activation-ready.

Suggestions

Add an explicit 'Use when...' clause naming concrete triggers (e.g., 'Use when designing a game, drafting a GDD, balancing difficulty, or planning player progression').

Rewrite topic nouns as concrete actions Claude performs (e.g., 'Draft GDDs, balance difficulty curves, design core loops') to lift specificity.

Include natural user phrasings and synonyms (e.g., 'game design document', 'level balancing', 'player motivation') to broaden trigger coverage.

DimensionReasoningScore

Specificity

The description names the domain and several facets ("GDD structure, balancing, player psychology, progression") but as topics/nouns rather than concrete actions Claude performs, matching the score-2 anchor of naming the domain with minimal/generic actions.

2 / 5

Completeness

A clear "what" is present (game design principles and sub-topics) but there is no "Use when..." clause or equivalent trigger guidance, which per the rubric caps completeness at 3.

3 / 5

Trigger Term Quality

Relevant domain keywords are present ("game design", "GDD", "balancing", "player psychology", "progression") but common variations, synonyms, and natural user phrasings are missing, fitting the score-3 anchor.

3 / 5

Distinctiveness Conflict Risk

"Game design principles" is a clearly bounded niche unlikely to conflict with most other skills, with only minor overlap risk against a generic design skill; it is not a 5 because the short description lacks fully separating trigger phrases.

4 / 5

Total

12

/

20

Passed

Validation

93%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

15

/

16

Passed

Repository
administrakt0r/AI-Agents-Safe-Coding-Skills
Reviewed

Table of Contents

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