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tinyworld-ghost-world-gen

Use when changing ghost board generation, path / road / river continuity, deterministic regen, edge connections, or anything that runs inside makeGhostWorld in tiny-world-builder.html.

68

Quality

85%

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SKILL.md
Quality
Evals
Security

Quality

Content

86%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.

An exemplary project-contract skill: dense with non-obvious invariants, precise identifiers, and explicit anti-patterns, closing with a concrete validation checklist. The only gaps are the absence of any sequenced change workflow with a fix-and-retry loop and of copy-paste-ready code examples for common edits.

DimensionReasoningScore

Conciseness

Lean and dense with project-specific invariants Claude cannot know (ghostHash seeding rules, pathZForRow/pathXForCol contracts, override semantics, world[][] as single source of truth); it assumes competence, teaches no general concepts, and every section carries non-obvious constraints. Not 4 because no section contains over-explanation that could be trimmed — even the rationale lines (e.g. why the reveal cache would lie on nondeterminism) encode project-critical consequences.

5 / 5

Actionability

Concrete, executable-by-name guidance throughout: exact function signatures and responsibilities (ghostCellAt, getGhostNeighbors, applyToolToCell), the exact cell schema "{ terrain, kind, floors, buildingType, fenceSide, extras }", and precise density formulas like "(h % 100) < 30 → -1". Per the code-vs-instruction note the absence of code is not penalized, but it stops short of 5 because there are no copy-paste-ready snippets or worked examples for the common change cases.

4 / 5

Workflow Clarity

The doc is a constraint contract rather than a step sequence, but it closes with an explicit, checkable Validation section (pan east for continuous strips, pan away and back for identical regen, bridge rendering, home-board isolation) that serves as verification checkpoints. Not 5 because there is no sequenced workflow for making a change (which helpers to touch first, order of operations) and no fix-and-retry feedback loop around the validation checks; not 3 because validation is explicit and concrete, not merely implied.

4 / 5

Progressive Disclosure

A single self-contained file with well-organized, clearly headed sections covering one coherent subsystem; no bundle files exist and none are needed at this size, so per the simple-skill guidance well-organized sections alone merit full credit. Navigation is easy — sections are scannable and the 'Don't' and 'Validation' sections are prominently separated.

5 / 5

Total

18

/

20

Passed

Description

77%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.

A highly targeted, distinctive trigger description for a specific function in a specific file, with excellent natural keyword coverage. Its main weakness is that it is purely a 'Use when' clause — the skill's actual purpose and contents are never explicitly stated, capping completeness.

Suggestions

Open with an explicit 'what' statement before the 'Use when' clause, e.g. "Generates deterministic, connection-aware ghost boards in tiny-world-builder.html. Use when...", so both halves of the completeness contract are explicit.

State the core invariants the skill encodes (determinism by (boardX, boardZ) and cross-board path/river continuity) in one clause, which doubles as a capability summary without adding fluff.

Consider naming the key entry points (makeGhostWorld, ghostCellAt) in the description so searches on those identifiers surface the skill even when the file name is not mentioned.

DimensionReasoningScore

Specificity

Names several concrete areas — "ghost board generation, path / road / river continuity, deterministic regen, edge connections" — plus the precise anchor "anything that runs inside makeGhostWorld in tiny-world-builder.html". Falls short of 5 because it lists topics/trigger surfaces rather than the concrete actions the skill performs, and 'anything that runs inside...' is a catch-all; above 3 because coverage of the domain is broad and specific, not just 1-2 items.

4 / 5

Completeness

The 'when' is explicit and rich ("Use when changing ghost board generation, ... or anything that runs inside makeGhostWorld"), but the 'what' — what the skill actually does or contains — is never stated, only weakly implied by the topic list. Not 2 because the detailed when-clause doubles as a partial statement of subject matter, going beyond a bare "Use when working with documents"; not 4 because no explicit capability statement exists, and per the guidelines only what is explicitly stated counts.

3 / 5

Trigger Term Quality

Comprehensive natural-term coverage for this codebase niche: "path / road / river continuity", "deterministic regen", "edge connections", plus the exact identifiers a user or Claude would mention ("makeGhostWorld", "tiny-world-builder.html") and synonyms (path/road, regen/regeneration). Not 4 because no common variation users would say when touching this code is missing.

5 / 5

Distinctiveness Conflict Risk

Clear niche with distinct triggers: a single named function in a single named file ("makeGhostWorld in tiny-world-builder.html") plus unique domain terms like ghost boards and edge connections. Minimal conflict risk with any other skill; nothing generic remains.

5 / 5

Total

17

/

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.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository

jasonkneen/tiny-world-builder

Path

.codex/skills/tinyworld-ghost-world-gen/SKILL.md

Reviewed

Table of Contents

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