Content
85%Weight 40%Scale 1-5Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
A strong reference-style skill: lean tables and real Swift code, a validated setup workflow with feedback loops, and exemplary use of a single well-signaled patterns file for advanced material. The only weaknesses are minor duplication of the custom-action registration instruction and a few code snippets that rely on undefined surrounding-context symbols.
Suggestions
State the custom-action registration rule once (in Custom Actions or Common Mistakes) instead of three times across the Custom Actions section, Common Mistakes, and the Review Checklist, to tighten conciseness.
Make the quick-start and interaction snippets self-contained by defining or briefly noting the provenance of `seatPose0`, `counterID`, and the `die` reference in `DieInteraction` (or by pointing to the patterns file's full Game-class skeleton at first use).
Consider moving the tossable-representation shape list and seatControl options into the patterns file's existing dice/layout sections to reduce inline reference material, keeping only the most common cases in SKILL.md.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The body is dense and information-rich with no beginner-concept padding (tables for key types, state types, and availability; terse code), but there is minor redundancy: "Register custom action types during setup before dispatching them" is restated as "Register each custom action type before dispatching it" two paragraphs later, and again in Common Mistakes and the checklist. This fits the 4 anchor (efficient, minor instances that could be trimmed) rather than 5, where every token would earn its place. | 4 / 5 |
Actionability | Mostly executable, copy-paste-ready Swift covering the common cases (equipment conformances, built-in actions, delegate, renderer, GroupActivity manager), but a few snippets reference undefined symbols such as `seatPose0`, `counterID`, and the free `die`/`coinID` variables in the DieInteraction and custom-action examples. Fits the 4 anchor (concrete code with minor gaps); not 5 because those snippets are not fully self-contained, not 3 because the code is real and complete in structure rather than pseudocode. | 4 / 5 |
Workflow Clarity | The main workflow is explicitly sequenced ("Build and validate a game in this order") with a validation feedback loop ("Inspect the current snapshot for required equipment IDs… Fix the setup and rebuild if an invariant fails"), the bookmark flow has explicit reconciliation checkpoints ("Wait for `stateDidResetToBookmark`, then read `withCurrentSnapshot`… validate the restored invariant"), and a Review Checklist closes the document. This matches the 5 anchor (clear sequence, explicit validation, feedback loops, checklist) rather than 4, where checkpoints would only be 'mostly' present. | 5 / 5 |
Progressive Disclosure | The SKILL.md keeps overview-level guidance inline and consistently pushes extended patterns to a single, one-level-deep reference file with section-specific pointers ("for card fan, grid, and overlap layout examples", "Load [State Bookmarks and Undo](references/tabletopkit-patterns.md#state-bookmarks-and-undo)"); the referenced file exists, the anchor resolves to a real heading, and it contains no nested references. Matches the 5 anchor (clear overview, well-signaled one-level-deep references, easy navigation). | 5 / 5 |
Total | 18 / 20 Passed |