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Estimates task effort by analyzing complexity, dependencies, historical velocity, and risk factors. Produces a structured estimate with confidence levels.
Passed 4 of 10 test cases with the skill, and 4 of 10 without it.
and 1 more in the full report
4 fixed5 passed either way10 still failing4 broke
Tokens, turns and time describe resource use, not a dollar price.
This benchmark measured an earlier version of the skill.
A newer attempt on gemini-3.8-flash on 10/18/2026 did not produce a publishable comparison (not comparable). The snapshot above is the previously measured run.
One of 4 test cases the skill fixed. Same model, same prompt, with and without the skill.
When preparing an effort estimate for a game feature like procedural dungeon generation, which directory should be consulted for official game design documentation?
| Checked | Without skill | With skill |
|---|---|---|
| The response identifies design/gdd/ as the location for design documentation. | Missed | Passed |
The instructions your model reads when the skill loads.
Read the task description from the argument. If the description is too vague to estimate meaningfully, ask for clarification before proceeding.
Read CLAUDE.md for project context: tech stack, coding standards, architectural patterns, and any estimation guidelines.
Read relevant design documents from design/gdd/ if the task relates to a documented feature or system.
Identify files and modules that would need to change:
production/sprints/ for similar completed tasks and historical velocity.
If there is none, say so under Notes and Assumptions — "No sprint history found;
this estimate is not calibrated to the team's velocity" — and treat that as a risk
in the confidence level, not as a silent padding of the figures.Code Complexity:
Scope:
test cases passed, vs 4 / 10 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.