Content
65%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 knowledge-dense, highly actionable prompt-authoring guide whose domain specifics (mappings, ranges, commands, decompositions) are its main strength. Its weaknesses are structural: no example output JSON despite strict schema demands, principles presented without an ordered workflow or validation checkpoints, and a random-island section long enough that it should be split into a reference file.
Suggestions
Add one complete example world JSON cell (or a minimal valid board) so 'strictly machine-parseable JSON matching the schema' has a concrete referent.
Extract the offline random-island generation rules into a reference file (e.g., references/random-island.md), keeping a short overview plus a clearly signaled link in SKILL.md.
Rewrite the changelog-style entries ('now starts with', 'is now versioned') as present-tense rules, and add explicit validation checkpoints (e.g., what to verify before saving a generated world) to the generation flow.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The body is dense with proprietary domain knowledge Claude cannot know (customFootprint ranges, tower count profiles, token-to-kind mappings, exact npm commands), so most tokens earn their place. However, several entries in the random-island section read as changelog narration ('Resource placement now starts with...', 'is now versioned in...') and could be tightened, matching anchor 4's 'minor instances of over-explanation that could be trimmed'. | 4 / 5 |
Actionability | Guidance is highly concrete for an instruction-only skill: exact mappings ('watchtower/castle -> kind:"house" with buildingType:"tower"'), parameter ranges ('customFootprint around 1.1-1.3... reserve 1.5-1.8'), runnable commands ('npm run stats:random-island -- --samples=10000'), and worked decompositions (skate park, market, playground, quarry). It stops short of anchor 5 because it demands 'strictly machine-parseable JSON matching the schema' without ever showing an example cell or the schema itself. | 4 / 5 |
Workflow Clarity | The body is organized as parallel principle lists rather than a sequenced workflow; ordering is only implicit except in fragments ('Put rivers or lakes down first, carve/extend path roads next, then place water-bridge only when...'). Validation is mentioned ('final validation repairs any displaced floors') but there are no explicit checkpoints or feedback loops for the generation/save pipeline, matching anchor 3's 'sequence present but checkpoints missing or implicit'. | 3 / 5 |
Progressive Disclosure | Section headers exist (Prompt principles, Primitive assembly, Voxel stamp, Auto suggestions, Offline random island generation) giving some structure, but the ~90-line offline-generation section is design-note detail that clearly belongs in a separate reference file, and the one external pointer ('docs/random-island-generation-assets.md') is buried mid-paragraph rather than clearly signaled. This matches anchor 3: 'some structure but... content that should be separate is inline'. | 3 / 5 |
Total | 14 / 20 Passed |