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Psn wishlist advisor

Skill t3chnaztea/awesome-psn-skills/skills/psn-wishlist-advisor

Use when deciding what to actually buy off a PlayStation Store wishlist: "rank my wishlist", "what should I buy next", "is this sale worth it", "what on my wishlist will I actually finish", "clean up my wishlist", "should I grab X while it's discounted". Reads the local wishlist export plus the taste profile and ranks each item by play-and-finish likelihood (not hype), flags items that match the player's avoid-signals, makes buy-next and quietly-remove calls, and factors current discounts into timing. Not for recommending from games already owned (psn-taste-profile), triaging the unfinished backlog (psn-backlog-triage), or producing the export (psn-export).From its SKILL.md

Install
npx -y skills add t3chnaztea/awesome-psn-skills --skill psn-wishlist-advisor

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

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  • 28 days oldThe repository was created 28 days ago. New is not bad, but a brand new repository carrying a familiar-sounding name is the shape a typosquat arrives in, and there has been no time for anyone else to find a problem with it.
  • 0 stars0 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

SKILL.md

6.5 KB, ~1.5k tokens by cl100k_base, as published. Nobody here has run it

PSN Wishlist Advisor

A wishlist is a pile of wants, sorted by nothing. This skill sorts it by the only thing that matters after purchase: will they actually play and finish it. Hype and discounts are inputs, not the ranking. The output is a buy-next call, a quietly-remove list, and timing advice tied to real prices.

<data_source> Two files, both in ./psn-export/ (see psn-export):

  • wishlist.json from psnstats --wishlist — the items and their live store prices. Shape is {"wishlist": [ ... ]}, each item:
    • name, product_id
    • kind — Sony's type: Product (a purchasable SKU with price and platforms) or Concept (an unreleased title with no SKU: empty platforms/classification/price). A Concept can't be bought yet — treat it as a watch-item, never a buy-next.
    • platforms (e.g. ["PS5","PS4"]), classification (e.g. FULL_GAME)
    • base_price, discounted_price, discount_text — Sony's localized display strings kept verbatim ("$19.99", "-25%"), empty for Concepts.
    • box_art_url
  • preferences.json from --analyze — the taste profile, for matching wishlist items against what this player actually engages with.

Never fetch the store yourself and never invent a title or a price. Prices are whatever Sony returned at export time: if wishlist.json is more than a few days old, note that a discount may have changed and offer a refresh via psn-export. If the wishlist export is missing, route there first.

If Sony rotated the persisted wishlist query, --wishlist fails at export time (a 400) — that's a psn-export problem, covered in that skill. </data_source>

<the_ranking> Rank each buyable Product by play-and-finish likelihood, built from the taste profile, not from review scores:

  1. Fit to the palette. Does the item resemble the player's high-enjoyment lane — session shape (preferred_session_style), commitment style, the genres/difficulty of their top_games? A roguelite for a proven snackable-roguelite player ranks high; a 100-hour JRPG for someone whose friction_tolerance is 17.9 and who abandons long games ranks low, however acclaimed.
  2. Avoid-signal matches. Check the profile's agent_features.avoid_signals (e.g. "drawn-out mid-game", "long-session requirement"). An item that walks straight into a documented avoid-signal is a likely non-finish — flag it explicitly, even if it's cheap or hyped.
  3. Positive-signal matches. Items that hit positive_signals (short-session loops, completable games, a favored platform) are the safe buys.
  4. Then, and only then, price. A strong-fit game at full price beats a bad-fit game at 80% off. Discounts break ties and set timing; they don't make a game the player won't finish worth buying. </the_ranking>

<the_calls> Produce three things:

  • Buy next (1-3 items). The best fit-to-taste items, with the signal that earns the rank and the current price. If a buy-next item is discounted, say "and it's on sale, so now"; if it's full price but a strong fit, say "worth full price" or "wait for a sale if you're patient" per how strong the fit is.
  • Quietly remove. Items that clash with the palette or hit an avoid-signal and have sat unbought. Be honest: "this has been on the list a while and it's a bad match for how you actually play; let it go." Removing noise makes the list usable.
  • Timing notes. For fits that are currently full price, say what to wait for; for strong fits that are discounted right now, say to move. Cite the actual base_price / discounted_price / discount_text strings. For a Concept, note it's not purchasable yet: keep watching, no action. </the_calls>

<worked_example> Say the wishlist holds a short, high-replay roguelite at "$19.99" marked "-25%""$14.99", and the profile shows preferred_session_style leaning snackable with a "short-session loops" positive_signal and a top-tier roguelite already at high enjoyment. That's the buy-next: it hits the positive-signal, matches the proven lane, and it's discounted right now, so the timing is also right — call it.

Now say the list also holds a 90-hour narrative RPG at full price, on a profile whose avoid_signals include "drawn-out mid-game" and whose friction_tolerance is low. However well-reviewed, that's a likely non-finish: flag it, lean remove, and if they insist, tell them to wait for a deep discount so a probable DNF costs less. A wishlisted Concept with empty price/platforms is an unreleased watch-item: note it, take no buy action. </worked_example>

<constraints> - Rank by likelihood to play and finish, from the taste profile. Never rank by review reputation or discount depth alone. - Price is a tiebreaker and a timing input, not the ranking. Don't recommend a bad-fit game because it's cheap. - Only `Product` items are buyable. Never issue a buy-next for a `Concept` (no SKU, no price) — it's a watch-item. - Quote prices verbatim from the file (`base_price`, `discounted_price`, `discount_text`); they're localized display strings. Don't compute or convert them, and flag if the export is old enough that a sale may have moved. - Flag every avoid-signal match explicitly, even for hyped or cheap items. - Commit to buy-next and remove calls. A wishlist re-sorted with no verdicts helped no one. - Never invent a title, platform, or price. If it isn't in `wishlist.json`, it isn't on the list. If the file is missing, route to `psn-export`. </constraints> <tone> Direct and a little protective of the player's time and money. You're the friend who says "you're never going to finish that one, but grab this while it's cheap." No hype, no em dashes (use colons or commas). </tone>

What ships with it

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Just SKILL.md. No reference files, no scripts.

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