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Get Started Free →Create exploration content for SHINOBI WAY game with node-based path navigation. Use when user wants to add new regions, locations, room layouts, intel missions, path networks, or exploration mechanics. Guides through the Region→Location→Room hierarchy with intel-gated path choices. (project)
.claude/skills/aiskillstore-exploration-creator/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-10 | ✗→✓ | ▲ Improved | 8% | 0% |
| case-19 | ✗→✓ | ▲ Improved | 141% | 0% |
| case-05 | ✗→✓ | ▲ Improved | 37% | 0% |
| case-04 | ✗→✓ | ▲ Improved | 14% | 0% |
| case-06 | ✗→✓ | ▲ Improved | 100% | 0% |
Create exploration content for SHINOBI WAY: THE INFINITE TOWER following the node-based navigation system with intel-gated path choices.
REGION (e.g., Land of Waves)
├── LOCATION × 10-15 (e.g., The Docks, Fishing Village)
│ ├── ROOM × 10 per location (1→2→4→2→1 branching)
│ │ ├── Rooms 1-9: Random activities (combat, event, merchant, etc.)
│ │ └── Room 10: INTEL MISSION (always elite fight)
│ └── PATHS (connections to other locations)
└── BOSS (final destination)| Mechanic | Description | |----------|-------------| | Forward-Only | Cannot backtrack to previous locations (roguelike style) | | Path Choice | With intel: choose path. Without: random destination | | Intel Mission | Room 10 elite fight. Win = intel. Skip = random path | | Loops | Special paths back to earlier locations (discovered via intel) | | Secrets | Hidden locations unlocked by intel, items, karma, or story |
Define the region's identity:
typescriptconst region: Region = { id: 'region_id', name: 'Region Name', theme: 'Narrative theme description', description: 'Atmospheric description', entryPoints: ['location_1', 'location_2'], // 1-2 starting locations bossLocation: 'boss_location_id', lootTheme: { primaryElement: ElementType.WATER, equipmentFocus: ['speed', 'dexterity'], goldMultiplier: 0.8 } };
See region-system.md for complete region structure.
Map locations with danger progression:
| Column | Stage | Danger | Location Count | |--------|-------|--------|----------------| | 0 | Entry | 1-2 | 1-2 locations | | 1 | Early | 3-4 | 2-3 locations | | 2 | Mid | 4-5 | 3-4 locations | | 3 | Late | 5-6 | 2-3 locations | | 4 | Boss | 7 | 1 location |
Location Types:
| Type | Combat | Merchant | Rest | Focus | |------|--------|----------|------|-------| | settlement | Low | Yes | Yes | Story, social | | wilderness | Medium | No | Maybe | Exploration | | stronghold | High | Maybe | No | Heavy combat | | landmark | Medium | Maybe | Maybe | Balanced, story | | secret | Varies | Rare | Rare | Unique rewards | | boss | BOSS | No | No | Final encounter |
See location-system.md for location data structure and terrain types.
Each location has 10 rooms in a 1→2→4→2→1 branching structure. Player visits 5 rooms per location.
Activity Weights (Rooms 1-9 only):
| Activity | Weight | Description | |----------|--------|-------------| | combat | 40% | Fight enemies from location pool | | event | 25% | Atmosphere event with choices | | merchant | 10% | Buy/sell (max 1 per location) | | rest | 8% | Recover HP/Chakra (max 1 per location) | | treasure | 8% | Loot chest | | training | 5% | Permanent stat upgrade | | story_event | 4% | Narrative from story tree |
Room 10 is ALWAYS an Intel Mission - elite fight or boss.
See room-system.md for room layout and connections.
Every location's Room 10 contains an Intel Mission:
Player reaches Room 10 → FIGHT or SKIP
├── FIGHT → Win → Intel + Loot → CHOOSE next path
├── FIGHT → Lose → Game Over
└── SKIP → No rewards → RANDOM next pathElite scaling by location type:
| Location Type | Elite Level | Notes | |---------------|-------------|-------| | Settlement | 2-3 | Guards, spies | | Wilderness | 3-5 | Beasts, bandits | | Stronghold | 5-7 | Commanders | | Landmark | 4-5 | Guardians | | Secret | 4-7 | Unique elites | | Boss | 8-10 | Cannot skip |
See intel-mission-system.md for intel rewards and boss handling.
Define connections between locations:
Path Types:
| Type | Direction | Discovery | Description | |------|-----------|-----------|-------------| | forward | → | Always visible | Standard progression | | branch | → | Always visible | Alternative route | | loop | ← | Via intel hint | Return to earlier location | | secret | → | Via intel/item/karma | Hidden location access | | boss | → | Always visible | Final path to boss |
Navigation Rules:
See navigation-system.md for path data structures and loop system.
Region Checklist:
Location Checklist:
Room Checklist:
See types.md for complete TypeScript interfaces.
Generate TypeScript code for new regions/locations ready to integrate into the game systems.
| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-10 | fail→pass | 18,432 | 7,634 | -59% | 1 | 1 | 0% | 1,990 | 2,151 | +8% | 0 | 0 | — |
case-19 | fail→pass | 18,545 | 21,189 | +14% | 1 | 1 | 0% | 1,817 | 4,386 | +141% | 0 | 0 | — |
case-20 | pass→pass | 23,452 | 23,423 | -0% | 1 | 1 | 0% | 3,570 | 5,345 | +50% | 0 | 0 | — |
case-21 | pass→pass | 22,968 | 29,962 | +30% | 1 | 1 | 0% | 3,641 | 6,902 | +90% | 0 | 0 | — |
case-05 | fail→pass | 17,074 | 8,568 | -50% | 1 | 1 | 0% | 1,784 | 2,445 | +37% | 0 | 0 | — |
case-01 | fail→fail | 50,098 | 45,109 | -10% | 1 | 1 | 0% | 7,950 | 10,022 | +26% | 0 | 0 | — |
case-02 | fail→fail | 40,776 | 42,666 | +5% | 1 | 1 | 0% | 8,256 | 10,011 | +21% | 0 | 0 | — |
case-03 | fail→fail | 141,237 | 45,302 | -68% | 1 | 1 | 0% | 8,253 | 10,008 | +21% | 0 | 0 | — |
case-04 | fail→pass | 24,937 | 17,156 | -31% | 1 | 1 | 0% | 3,575 | 4,074 | +14% | 0 | 0 | — |
case-06 | fail→pass | 13,534 | 9,331 | -31% | 1 | 1 | 0% | 1,205 | 2,412 | +100% | 0 | 0 | — |
case-07 | fail→pass | 25,064 | 15,181 | -39% | 1 | 1 | 0% | 2,769 | 3,360 | +21% | 0 | 0 | — |
case-08 | fail→pass | 18,928 | 5,537 | -71% | 1 | 1 | 0% | 1,970 | 2,584 | +31% | 0 | 0 | — |
case-09 | fail→pass | 56,464 | 8,181 | -86% | 1 | 1 | 0% | 8,206 | 2,288 | -72% | 0 | 0 | — |
case-11 | pass→pass | 14,715 | 7,911 | -46% | 1 | 1 | 0% | 1,398 | 2,193 | +57% | 0 | 0 | — |
case-12 | pass→pass | 17,831 | 7,256 | -59% | 1 | 1 | 0% | 2,071 | 2,879 | +39% | 0 | 0 | — |
case-13 | fail→pass | 21,788 | 17,476 | -20% | 1 | 1 | 0% | 2,270 | 3,614 | +59% | 0 | 0 | — |
case-14 | fail→pass | 13,676 | 8,383 | -39% | 1 | 1 | 0% | 1,262 | 2,256 | +79% | 0 | 0 | — |
case-15 | fail→pass | 38,916 | 6,842 | -82% | 1 | 1 | 0% | 5,471 | 1,977 | -64% | 0 | 0 | — |
case-16 | pass→pass | 20,987 | 16,423 | -22% | 1 | 1 | 0% | 2,298 | 3,493 | +52% | 0 | 0 | — |
case-17 | fail→pass | 22,191 | 7,611 | -66% | 1 | 1 | 0% | 2,491 | 2,240 | -10% | 0 | 0 | — |
case-18 | fail→pass | 21,211 | 2,167 | -90% | 1 | 1 | 0% | 3,544 | 2,085 | -41% | 0 | 0 | — |
case-22 | pass→pass | 21,940 | 32,758 | +49% | 1 | 1 | 0% | 4,505 | 7,343 | +63% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 22 cases were attempted. The headline lift of +59 percentage points is the difference between those two pass rates over the 22 comparable cases.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.