SKILLEMALL.ai

BD game-design-philosophy

Auto-learns your design instincts. Adapts to how you think about mechanics, player experience, and what makes games meaningful. Game design philosophy that grows with you — from prototyping to systems thinking to the art of fun. Games are machines for practicing the three foundational skills: fallibilism (learn through failure by design), relational ontology (the relationship IS the game), and absurdist play (the meta-skill everything else is built on).

ClawHub Agent Skills author: nyxur42 v1.1.1 2 files body ≈ 8 257 tokens Open the sourceclawhub.ai analyzed 4 d ago

As a process D 49/100 · Unfinished process — weak spots: result and completion, when it triggers, inputs and preconditions

GeneratorInfrastructuretype and topics are labelled automatically from the skill text
JSON
Technical rating
B
82/100
safety, quality, tests
Safety 60%
100
Quality 40%
56
Run on models
none yet
Process rating
D
49/100
Unfinished process
Result and completion w 14
0
Inputs and preconditions w 11
0
Progress reporting w 2
0
the three weakest of ten parameters · all ten

How to improve

  1. Say in the description WHEN to use the skill ("use when…", example requests): that is the agent's main cue.
  2. The SKILL.md body is over 5,000 tokens: move reference detail into references/ and load it when needed.
For the model run — optional
  • Your own cases (evals/evals.json, 4–6 real requests with expected answers): the full check would then run those instead of a model-drafted suite.
  • A spec.yaml with trigger phrases and assertions — a behaviour contract for CI; `skilltest init` writes a template.

Guard findings · 0

✓ No critical or high findings

Files scanned: 2. Evidence is masked. Grey chips explain why severity was lowered.

Against the Agent Skills spec

  • warning description-no-when description does not say WHEN to use the skill (no "use when")
  • warning body-long SKILL.md body ≈ 8257 tokens (recommended < 5000); move details to references/
  • note frontmatter-key unknown frontmatter key "homepage"
  • note frontmatter-key unknown frontmatter key "emoji"

Process rating: all ten parameters 49/100

  • 0Result and completion. Does not say what the result is
  • 0Inputs and preconditions. Does not say what the process needs to start
  • 0Progress reporting. Says nothing while it works
  • 20When it triggers. No condition that starts the skill
  • 30Running it twice. 14 mutating operations with no state check
  • 40Consistency. Frontmatter name (game-design-philosophy) differs from the folder (nyx-archive-game-design-philosophy)
  • 40Execution cost. Instruction body is 8257 tokens: crowds the task out of the window
  • 70Failures and branches. 17 branches
  • 100Tools and files. No external tools needed
  • 100Steps. 193 steps
  • medium Safety rules and hard prohibitions inside a skill: they belong in the system prompt, here they protect nothing
  • low 17 top-level sections: this looks like several domains in one skill
  • low The response is described with custom markup (5 tags): a typed call is more reliable

Everything here is measured from the skill text rather than judged by a model, so the numbers are checkable. A parameter weighs more when it is a more common reason for the process to stall.

Quality signals

  • +5Description has no quoted example phrases that should trigger the skill
  • +4Description does not say when NOT to use the skill (false activations)
  • +3Output format is not stated: the model decides each time
  • +4No input/output examples
  • +1No license
  • +2Single-language instructions
  • +3Description length 457: enough signal without eating the budget
  • +4Structure: 71 headings
  • +3Step-by-step instructions: 193 items

Quality base 70; lint remarks subtract, signals add up to 100. Result: 56.

External checks

ClawHub: clean
This is an instruction-only game design coaching skill with disclosed personalization behavior and no executable or high-privilege components.
LLM: benign (high) · VirusTotal: benign · 28 May 2026