CtrlK
BlogDocsLog inGet started
Tessl Logo
SkillPublic

tinyworld-island-and-planes

Use when changing the home island layout, edge dressing, undersides, autoincentive sponsor banner (now a top-left logo-adjacent DOM banner), plane/crop-duster flight paths, banner streamers, or which side of the island is "front".

52

Quality

65%

Does it follow best practices?

Run evals on this skill

Adds up to 20 points to the overall score

View guide
SecuritybySnyk

Passed

No findings from the security scan

Fix and improve this skill with Tessl

tessl review fix ./.codex/skills/tinyworld-island-and-planes/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

63%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.

A dense, project-specific constraint map with excellent actionability — precise function names, file locations, constants, and gotchas Claude could not rediscover cheaply — plus a genuine validation section. Its weaknesses are length (the material/strata and mooring sections run long) and a monolithic structure that inlines three separable subsystems instead of splitting them into reference files.

Suggestions

Split the self-contained subsystems into one-level-deep reference files (e.g. references/mooring-cables.md, references/planes.md, references/island-materials.md) and keep SKILL.md as a short overview with clearly signaled links.

Tighten the island shell material/strata and mooring sections to directive form — cut the design-history rationale ('which is what "island without a base" was', the backdrop fall-through explanation) down to the rule it motivates.

Add an error-recovery loop to the Validation section: what to check and fix when `node tools/check.js` fails or the 8×8 vs 20×20 visual check regresses, and re-run.

DimensionReasoningScore

Conciseness

Almost every line is project-specific knowledge Claude could not know (constants like `EDITABLE_ISLAND_PROP_LOCAL_Z = -2.84`, pick conventions, rebuild flow), so there is no padding with general concepts — but ~300 lines of dense prose includes sections that could be tightened, e.g. the long shader/material rationale paragraphs and repeated 'keep / do not' directives that restate the same constraint. This sits at anchor 3 ('mostly efficient but some unnecessary explanation or could be tightened'), below 4 because the material/strata and mooring sections carry noticeably compressible rationale.

3 / 5

Actionability

Guidance is highly concrete: named functions with file and approximate line locations (`buildHomeBorder()` ~line 16340, `pickEditableIslandEngine` in `18-scene-pick-xr.js`), exact constants (`DEFAULT_AZIMUTH = π * 0.32`, `target.z - (GRID * 0.5) - (GRID * 2)`), a runnable command (`node tools/check.js`), and precise do/don't rules. Not 5 because it is instruction-only with no copy-paste code snippets for the most common edits (e.g. how to register a new emitter or swap the banner data URL), leaving minor gaps.

4 / 5

Workflow Clarity

The `buildHomeBorder()` rebuild sequence is laid out step-by-step, the 'Validation' section gives explicit post-change checkpoints (`node tools/check.js`, visual check at 8×8 and 20×20, banner readability, L↔R audio pan), and placement/deletion flows name the exact call order. Not 5 because validation has no error-recovery loop (what to do when `tools/check.js` fails or the visual check regresses) and most subsystem sections are constraint lists rather than sequenced steps.

4 / 5

Progressive Disclosure

Section headers are clear and topical, but the skill is a single ~300-line monolith with no bundle files at all (no references/, scripts/, or assets/ exist), while several self-contained subsystems — mooring cable styles/interaction, the plane/crop-duster system, island shell materials/strata — are prime candidates for one-level-deep reference files. This matches anchor 3 ('some structure but could be better organized; content that should be separate is inline') rather than 2, since the inline content is well-sectioned and navigable, and the file paths cited (e.g. `23-particles-clouds.js`) point to the project codebase being edited, not missing skill references.

3 / 5

Total

14

/

20

Passed

Description

51%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 specific and distinctive trigger clause that clearly tells Claude when to load the skill, but it is missing any statement of what the skill provides. Adding a one-clause capability summary (e.g. what guidance it contains and what to validate after changes) would lift completeness and specificity substantially at minimal token cost.

Suggestions

Add a 'what' clause before the 'Use when' clause, e.g. 'Guide for editing the tiny-world home island geometry, undersides, sponsor banner, and plane/banner flight system: constants, function map, gotchas, and post-change validation.'

Include the project's natural aliases ('tinyworld', 'tiny world', 'new-island tool', 'mooring/connect cables') in the trigger list so users who name subsystems differently still match.

Trim the parenthetical '(now a top-left logo-adjacent DOM banner)' from the description — that migration history belongs in the body, not the trigger clause.

DimensionReasoningScore

Specificity

The description names a rich, concrete domain ("home island layout, edge dressing, undersides, autoincentive sponsor banner... plane/crop-duster flight paths, banner streamers") but the only action stated is the generic verb "changing" — no capabilities (what the skill actually does) are listed. This matches anchor 2 ('names the domain but actions are minimal or generic'), not 3, because there is no concrete capability statement at all, only a change-scope enumeration.

2 / 5

Completeness

The description is a single 'Use when...' trigger clause: the 'when' is explicit and specific, but the 'what' (what the skill does — e.g. guides layout/flight-path changes with constants, gotchas, and validation) is only weakly implied, never stated. This is anchor 2 ('only "when" is present without "what"'), not 3, which requires a clear 'what' with a missing 'when' — the inverse situation.

2 / 5

Trigger Term Quality

Phrases like "home island", "undersides", "sponsor banner", "plane/crop-duster flight paths", "banner streamers", and "which side of the island is 'front'" are natural terms a user of this codebase would say. Not 5 because there are no synonyms or project-alias variations (e.g. "tinyworld", "tiny world", "island dressing", "tow banner"), and 'autoincentive' is an internal codename rather than a user-spoken term.

4 / 5

Distinctiveness Conflict Risk

The trigger set is a clear, hyper-specific niche (tiny-world home island geometry, sponsor banner placement, crop-duster flight paths) that no plausible sibling skill would share, giving minimal conflict risk. It clearly matches anchor 5 rather than 4, whose 'minor overlap risk with closely related skills' does not apply to such project-specific triggers.

5 / 5

Total

13

/

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.

Validation — 15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

referenced_paths_exist

Referenced path issues: 1 missing

Warning

Total

15

/

16

Passed

Repository

jasonkneen/tiny-world-builder

Path

.codex/skills/tinyworld-island-and-planes/SKILL.md

Reviewed

Table of Contents

Is this your skill?

If you maintain this skill, you can claim it as your own. Once claimed, you can manage eval scenarios, bundle related skills, attach documentation or rules, and ensure cross-agent compatibility.