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game-design

Game design principles. GDD structure, balancing, player psychology, progression.

58

Quality

68%

Does it follow best practices?

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SecuritybySnyk

Passed

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tessl review fix ./.agents/skills/game-development/game-design/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

75%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 a well-structured, token-efficient reference of game design concepts with concrete frameworks and clear navigation. It is descriptive rather than procedural, which keeps it just short of the top scores on actionability and workflow clarity.

DimensionReasoningScore

Conciseness

The body is lean and table-driven and assumes Claude's intelligence, with only minor padding (the opening blockquote and the closing 'Remember' line); it sits just below the fully-lean anchor.

4 / 5

Actionability

It supplies concrete, reusable frameworks (30-Second Test, loop tables, GDD section template, motivation/reward taxonomies, anti-pattern table) that are directly applicable for an instruction skill, with only minor prescriptive gaps.

4 / 5

Workflow Clarity

Content is organized into six clearly numbered sections with a logical flow; it is a reference rather than a multi-step process, so it does not reach the checklist-with-validation anchor but is well above a rough sequence.

4 / 5

Progressive Disclosure

No external references are needed and sections are cleanly headed and navigable; it slightly exceeds the under-50-line simple-skill threshold, so it lands just below the top anchor.

4 / 5

Total

16

/

20

Passed

Description

61%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.

The description is a concise topic catalog of game design rather than an action- or trigger-oriented statement. It names the niche clearly but lacks a 'Use when' clause, leaving Claude without explicit guidance on when to invoke it.

Suggestions

Add an explicit trigger clause, e.g. 'Use when designing or balancing a game, writing a Game Design Document, or planning player progression and reward systems.'

Reframe topics as concrete actions ('Structure a GDD', 'Balance difficulty for flow', 'Design reward schedules') to lift specificity above a topic list.

Include natural user phrasings and any relevant file types (e.g. '.md GDD templates') to improve trigger-term coverage.

DimensionReasoningScore

Specificity

Names the domain ('game design') and several concrete subject areas (GDD structure, balancing, player psychology, progression), but these are topic nouns rather than concrete actions, so it sits between the 'domain + 1-2 actions' and 'several specific actions' anchors.

3 / 5

Completeness

It gives a clear 'what' (game design principles across several areas) but has no 'Use when...' or equivalent trigger clause, which per the rubric caps completeness at 3.

3 / 5

Trigger Term Quality

Real domain terms a user might say ('game design', 'GDD', 'balancing', 'player psychology', 'progression') are present, though common phrasings like 'make a game fun' or 'write a design doc' and any file extensions are missing.

4 / 5

Distinctiveness Conflict Risk

'Game design principles' is a distinct niche unlikely to fire for unrelated skills, with only minor overlap risk against closely related creative/design skills.

4 / 5

Total

14

/

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
vudovn/ag-kit
Reviewed

Table of Contents

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