Content
82%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 high-quality, expert-level skill body: executable Go examples, precise formulas and API names, deliberate coverage of edge cases (fractional scaling, input mapping, deprecated APIs), and an explicit verification section. The main improvement areas are trimming a few redundant restatements of the core principle and considering splitting the ~155-line body into a reference file.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The body is dense and assumes Ebitengine API familiarity with no basic-concept padding — every section delivers decision-relevant guidance and executable code. It is not a 5 because a few sentences restate the core principle ('A filter change cannot repair a low-resolution rasterization stage' repeats the opening theme, and several 'not a requirement for every game'-style qualifiers could be trimmed). | 4 / 5 |
Actionability | Provides two complete, executable Go code blocks (the LayoutF implementation including the required panic-stub Layout, and text/v2 glyph drawing), exact formulas ('s = min(W/w, H/h)' and input inverse mapping 'x = (screenX-offsetX)/s'), and named APIs (FilterNearest, FilterPixelated, FilterLinear, FinalScreenDrawer) covering the common cases. This matches the 5 anchor: copy-adaptable code plus specific guidance across the common scenarios. | 5 / 5 |
Workflow Clarity | Sections follow a coherent diagnostic sequence (screen resolution → layer placement → text rasterization → sampling → input mapping → verification), and the final section provides explicit validation checkpoints ('Check standard and high-density displays, fractional scaling, resizing...', 'Compile application changes against the target Ebitengine version'). It is not a 5 because the workflow is organized as thematic sections rather than an explicit ordered procedure with feedback loops, leaving minor checkpoint gaps in the middle sections. | 4 / 5 |
Progressive Disclosure | No bundle files exist, so the skill is a single well-sectioned SKILL.md; the References section points one level deep to clearly labeled engine-source paths and one external guide ('UI sizing and game-relative text scaling'). The ~155-line body is borderline for full inlining — a sampling-filter or verification checklist could be split out — placing it just below the 5 anchor's ideal content split and above the 3 anchor's 'content that should be separate is inline'. | 4 / 5 |
Total | 17 / 20 Passed |