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tinyworld-tile-variation

Use when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like height/detail growth.

64

Quality

75%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

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tessl review fix ./.codex/skills/tinyworld-tile-variation/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

65%

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A highly actionable, code-anchored body that names exact APIs, constants, and file paths, but it is verbose and presents validation as a flat checklist rather than a gated workflow. Progressive disclosure is underused: detailed rule catalogs are inlined with no reference files to offload them.

Suggestions

Promote the 'Validation' bullets into an explicit pass/fail gated workflow (run -> verify each item -> fix -> re-verify) since the work involves destructive save migration and terrain mesh rebuilds.

Move the long texture-slicing, fence-level, and terrain-styling rule catalogs into reference files under references/ and link to them from SKILL.md to reduce inline token load.

Tighten redundant qualifications (e.g. repeated 'do not store visual offsets in saved world data' phrasings) to respect the token budget.

DimensionReasoningScore

Conciseness

The body is dense and mostly earns its tokens with concrete rules, but it is very long and interleaves many caveats and qualifications that could be tightened into reference material; it does not explain widely-known concepts, yet it exceeds a lean budget for what Claude needs.

2 / 3

Actionability

It gives concrete, executable guidance with named APIs and constants (terrainFloors, terrainRiseAt, MAX_FLOORS, WATER_SURFACE_DROP = TOP_H, terrainVisualRiseForCell, makeFence, setCell, transform.rotationY) plus specific file paths (tools/slice-terrain-variants.mjs, textures/terrain-variants/source/tw.png), making it copy-paste actionable.

3 / 3

Workflow Clarity

There is a 'Validation' section that lists check items, but it is an unordered checklist of expected behaviors rather than a sequenced workflow with explicit validation checkpoints for the batch/destructive terrain and save-migration operations the guidelines call out; validation steps are not framed as pass/fail gates.

2 / 3

Progressive Disclosure

The body is well sectioned with headers, but no bundle files (references/, scripts/, assets/) exist and the long texture/fence/terrain rule lists are inlined rather than split into reference files, so content that should be one level deep is kept inline.

2 / 3

Total

9

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12

Passed

Description

85%

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, well-scoped description with an explicit 'Use when' trigger that clearly conveys both capability and activation context. Its main weakness is trigger phrasing that leans on internal terminology rather than the natural words a user would utter.

Suggestions

Soften internal terms in the trigger (e.g. add 'editing tile behavior, stacking terrain, fences, walls, crops, rocks, or height/detail changes') so it mirrors user phrasing.

Consider including plain synonyms like 'build/edit world tiles' alongside 'Tiny World Builder' to catch users who refer to the feature generically.

DimensionReasoningScore

Specificity

The description names multiple concrete actions and domains: 'adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like height/detail growth', which matches the anchor for listing several specific concrete actions.

3 / 3

Completeness

It explicitly answers both what (adding/changing tile and object variation behaviors) and when via an explicit 'Use when ...' trigger clause, satisfying the anchor for clearly answering both.

3 / 3

Trigger Term Quality

It surfaces domain terms a user might reference (fences, rocks, walls, crops, terrain), but the phrasing ('repeat-click behavior', 'Monument Valley-like height/detail growth', 'floors/intensity') is largely internal jargon rather than the natural keywords a user would say when needing this skill.

2 / 3

Distinctiveness Conflict Risk

The trigger is tightly scoped to the Tiny World Builder domain (tile variation, terrain stacking, fences, crops), giving it a clear niche unlikely to fire for unrelated skills.

3 / 3

Total

11

/

12

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.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
jasonkneen/tiny-world-builder
Reviewed

Table of Contents

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