Claude Code skill · v1.0 · MIT
A 3-tier agent skill for Claude Code. Opus advises on demand. Sonnet and Haiku execute. You orchestrate — without touching a single line of code.
The current Claude Code session. Decomposes the task, classifies subtasks, spawns executors, handles results, and synthesises a final report.
Runs the actual work — writing code, running tests, iterating. Spawns Opus when it hits a genuine strategic decision.
Consulted on demand. Returns a numbered plan in under 150 words. Calls no tools, produces no user-facing output — advice only.
We built the same Breakout game twice — once directly, once via /ah — from an identical spec, same model family. The forced decomposition into sequential Sonnet passes changed not just the score, but the architecture: cleaner state factories, proper event handling, velocity normalization on every brick hit.
Use /ah when code architecture matters. The hierarchy forced a clean separation: game mechanics first, visual polish second. That separation produced better code — createState() factory, proper mouse scaling, e.code keyboard input, velocity normalization every brick hit. Skip it for throwaway scripts where structure is irrelevant.
The same Battleship game built twice — once directly, once via /ah — from an identical spec. The hierarchy's forced decomposition improved both dimensions: code quality through a dedicated architecture pass, visual quality through a dedicated UX pass. Neither improvement happened in the single-pass direct build.
The hierarchy improved both code and visuals simultaneously — the direct build got neither right on first pass. The architecture pass (Task 1) produced factory state, available-cells AI, and event delegation immediately. The visual pass (Task 2) added Orbitron typography, per-type ship colors, and an animated phase-aware HUD with per-ship indicators. The direct build skipped both specialisations. /ah did them both.
The same Space Invaders game built twice — once directly, once via /ah — from an identical spec. The full feature set: player movement and fire, animated alien grid, UFO bonus target, shields, level progression, hi-score persistence, scrolling star field, and Web Audio sound effects. The hierarchy produced a cleaner engine architecture and richer visuals; the direct build matched all features but with less polish on both dimensions.
The hierarchy delivered cleaner audio architecture and higher visual polish — the direct build matched all features but not the finish.
The /ah engine pass produced a proper dt-based UFO tick, a decoupled render pipeline, and a modular state factory.
The /ah audio pass produced cancellable level-clear fanfares and a smooth UFO oscillator stop with gain ramp-down.
The direct build had the same features but skipped both refinements. /ah did both.