Create Dojo systems that implement game logic, modify model state, and handle player actions. Use when implementing game mechanics, player commands, or automated logic.
76
66%
Does it follow best practices?
Impact
95%
1.69xAverage score across 3 eval scenarios
Passed
No known issues
Optimize this skill with Tessl
npx tessl skill review --optimize ./.agents/skills/dojo-system/SKILL.mdQuality
Discovery
67%Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.
The description is structurally sound with both 'what' and 'when' clauses clearly present, which is its main strength. However, the specificity of capabilities could be improved by listing more concrete actions, and the trigger terms could better cover the Dojo/Starknet ecosystem vocabulary that users would naturally reference. The description risks some overlap with general game development skills.
Suggestions
Add more specific concrete actions like 'spawn entities, process combat rounds, manage resource transfers, validate moves' to increase specificity.
Include ecosystem-specific trigger terms users would naturally say, such as 'Starknet', 'ECS', 'world contract', 'Cairo system', or '#[dojo::contract]' to improve trigger term quality and distinctiveness.
| Dimension | Reasoning | Score |
|---|---|---|
Specificity | Names the domain (Dojo systems, game logic) and some actions (implement game logic, modify model state, handle player actions), but the actions are somewhat general rather than listing multiple concrete specific operations like 'spawn entities, process combat, manage inventory'. | 2 / 3 |
Completeness | Clearly answers both 'what' (create Dojo systems that implement game logic, modify model state, handle player actions) and 'when' (Use when implementing game mechanics, player commands, or automated logic) with an explicit 'Use when...' clause. | 3 / 3 |
Trigger Term Quality | Includes relevant terms like 'Dojo systems', 'game logic', 'player actions', 'game mechanics', 'player commands', but misses common variations users might say such as 'system contract', 'world state', 'ECS', 'on-chain game', or 'Starknet' that would help with matching. | 2 / 3 |
Distinctiveness Conflict Risk | The term 'Dojo systems' provides some distinctiveness within a specific framework context, but 'game logic', 'game mechanics', and 'player actions' are broad enough to potentially overlap with other game-related skills. The description doesn't strongly anchor to what makes Dojo systems unique versus other game development approaches. | 2 / 3 |
Total | 9 / 12 Passed |
Implementation
64%Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
This skill provides highly actionable, executable Cairo code for Dojo system creation with good import references and a comprehensive example. Its main weaknesses are significant content redundancy (events and world_default explained multiple times), lack of a clear step-by-step creation workflow with validation checkpoints, and a somewhat disorganized structure that mixes quick reference material with detailed examples.
Suggestions
Consolidate the three separate event sections (How to emit events, System Structure example, Key Concepts > Emitting Events) into a single authoritative section to reduce redundancy.
Add explicit validation steps to the workflow, such as 'After writing your system, run `sozo build` to verify compilation' and 'Run tests before proceeding to deployment'.
Reorganize the structure to follow a clear progression: Essential Imports → System Structure Template → Key Concepts (read/write/events) → Design Patterns → Permissions, removing the redundant 'When to Use' and 'What This Skill Does' sections.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The skill has significant redundancy - events are explained three separate times (in 'How to emit events', the main System Structure example, and again in 'Key Concepts > Emitting Events'). The 'world_default()' explanation is also repeated. The 'When to Use This Skill' and 'What This Skill Does' sections add little value. However, the core content is relevant and not padded with basic concept explanations. | 2 / 3 |
Actionability | The skill provides fully executable Cairo code examples throughout - complete contract structures, import statements, model read/write operations, event definitions, and configuration snippets. The quick reference table and copy-paste ready imports are particularly actionable. | 3 / 3 |
Workflow Clarity | The skill covers individual concepts well but lacks a clear sequential workflow for creating a system from scratch. There are no validation checkpoints (e.g., compile and test after writing the system). The 'Next Steps' section lists follow-up actions but doesn't integrate validation into the creation process itself. | 2 / 3 |
Progressive Disclosure | The skill references related skills (dojo-test, dojo-model, etc.) at the end, which is good. However, the main content is monolithic - the full system structure example (~70 lines) could be referenced separately, and the repeated event/import sections bloat the inline content. The structure moves from imports to full example to key concepts in a somewhat disorganized way. | 2 / 3 |
Total | 9 / 12 Passed |
Validation
90%Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.
Validation — 10 / 11 Passed
Validation for skill structure
| Criteria | Description | Result |
|---|---|---|
allowed_tools_field | 'allowed-tools' contains unusual tool name(s) | Warning |
Total | 10 / 11 Passed | |
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Table of Contents
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