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colyseus-multiplayer

Build authoritative real-time multiplayer servers with Colyseus 0.17+. Use when implementing rooms, schema state sync, client message validation, matchmaking, authentication, reconnection handling, or server-side anti-cheat constraints. Keywords: colyseus, room lifecycle, schema, multiplayer, websocket, matchmaking, onJoin, onLeave, onDrop, allowReconnection.

71

Quality

87%

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SecuritybySnyk

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SKILL.md
Quality
Evals
Security

Quality

Content

82%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.

The body is highly actionable and well-structured: executable commands with expected results, a complete canonical room example, four WHY/BAD/GOOD anti-patterns, a checkpointed workflow, and verified one-level-deep references. The main costs are duplicated code between the example and anti-patterns, two skill-maintenance commands that don't serve the task, and inline bulk that could partially move to references.

Suggestions

De-duplicate the reconnection and move-validation code: the anti-patterns repeat the 'onLeave' and 'move' handler blocks verbatim from the main example — reference the example and show only the delta.

Remove or relocate the meta commands ('Evaluate this skill quality', 'Lint this skill docs') out of the task-facing Quick Commands section; they consume tokens without helping implement a Colyseus server.

Add fix-and-retry guidance to the two workflow checkpoints (e.g., 'if plain properties are found, migrate them to Schema fields and re-verify') to upgrade validation steps into feedback loops.

DimensionReasoningScore

Conciseness

The body is efficient and assumes Claude's competence — no space is spent explaining what websockets or Colyseus are — but the 'onLeave' reconnection code is duplicated verbatim between the main example and its anti-pattern, the 'move' validation appears twice, and two meta commands ('Evaluate this skill quality', 'Lint this skill docs') serve skill maintenance rather than the task. This puts it above anchor 3 (only minor trimming needed) but below anchor 5's every-token-earns-its-place standard.

4 / 5

Actionability

Scaffold and run commands are copy-paste ready with expected results ('npm create colyseus-app@latest server', 'bun run src/index.ts'), and the TypeScript room example is complete and executable with imports, Schema definitions, handlers, and server-side clamping. Anti-patterns pair BAD/GOOD code for each rule, matching anchor 5's fully-executable, common-cases-covered standard.

5 / 5

Workflow Clarity

The 8-step 'Deterministic Workflow' is clearly sequenced with two explicit checkpoints ('Verify schema sync with a test client', 'Simulate a transient disconnect and confirm allowReconnection restores session'). It falls short of anchor 5 because the checkpoints state what to verify but give no fix-and-retry recovery guidance if verification fails.

4 / 5

Progressive Disclosure

Three real, one-level-deep reference files (room-lifecycle-and-state.md, message-validation-and-security.md, matchmaking-and-reconnection.md) are clearly signaled with one-line descriptions, matching good structure. It stops short of anchor 5 because roughly 150 lines of inline example and anti-pattern code sit in SKILL.md where some could be split into the references to keep the overview lean.

4 / 5

Total

17

/

20

Passed

Description

92%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 strong description: it states a concrete capability set in third person, includes an explicit 'Use when' trigger clause, and appends a keyword list that covers both domain terms and framework API names. The only gap is a handful of natural synonyms a user might say (e.g., 'game backend', 'netcode').

DimensionReasoningScore

Specificity

The description lists multiple concrete actions — 'rooms, schema state sync, client message validation, matchmaking, authentication, reconnection handling, or server-side anti-cheat constraints' — giving comprehensive coverage of the domain, matching the anchor-5 example's breadth. It exceeds anchor 4 because the action list spans the full capability surface rather than having minor gaps.

5 / 5

Completeness

It clearly answers 'what' ('Build authoritative real-time multiplayer servers with Colyseus 0.17+') and 'when' with an explicit 'Use when implementing...' clause listing concrete triggers, matching the anchor-5 example structure. Anchor 4 would require the 'when' clause to be less explicit or specific, which is not the case here.

5 / 5

Trigger Term Quality

The explicit keyword list ('colyseus, room lifecycle, schema, multiplayer, websocket, matchmaking, onJoin, onLeave, onDrop, allowReconnection') provides good natural-term coverage including framework API names. It falls short of anchor 5 because a few natural user phrasings such as 'game backend', 'netcode', or 'state synchronization' are absent.

4 / 5

Distinctiveness Conflict Risk

The skill occupies a clear niche — a specific framework (Colyseus) — with framework-specific triggers like 'onJoin', 'onDrop', and 'allowReconnection' that no adjacent skill would claim. Conflict risk is minimal, matching anchor 5; anchor 4 would imply overlap with closely related skills, which the framework-specific terminology rules out.

5 / 5

Total

19

/

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.

Validation15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

allowed_tools_field

'allowed-tools' contains unusual tool name(s)

Warning

Total

15

/

16

Passed

Repository
pantheon-org/tekhne
Reviewed

Table of Contents

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