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Onboarding and teaching

Skill rondorkerin/gamestack/plugins/gamestack/skills/onboarding-and-teaching

The game-design process for Claude — knowledge + workflow skills for designing games, tuned for headless, procedural, AI-authored development (engine-agnostic; Godot).

Install
npx -y skills add rondorkerin/gamestack --skill onboarding-and-teaching

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

One thing to look at

  • 23 stars23 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.

What its author says it does

Copied from the file, not written here

Use when designing, reviewing, or generating the introduction to ANY mechanic in ANY genre — the four-beat teaching pattern (introduce→test→combine→twist), show-don't-tell level design, progressive disclosure and scaffolding, the mechanic dependency graph, FTUE (first-time user experience), early retention funnels, and the skill-atom ramp. Also use to diagnose tutorials that are too long, that players skip, or where players quit before reaching the core loop. Triggers on "onboarding", "tutorial", "tutorialization", "teach the player", "FTUE", "first-time user experience", "new player experience", "players quit early", "players don't understand the mechanic", "tutorial ramp", "skill ramp", "progressive disclosure", "show don't tell", "safe space introduction", "information overload", "tutorial tax".

SKILL.md

3.4 KB, as published. Nobody here has run it

Onboarding & Teaching

How to introduce any mechanic — in any genre, on any platform — so that instruction is invisible, comprehension is measurable, and the player's first hours build competence instead of confusion.

Tier: universal craft (→ gamestack-core). Applies to every genre and every game. The spatial side of teaching (teaching through space) lives in level-design; the early difficulty curve lives in difficulty-and-balancing.

When to use this

  • Designing a mechanic's first appearance: safe-space room, skill gate, combination encounter, twist
  • Reviewing a tutorial for working-memory overload, anti-patterns, or implicit/explicit balance
  • Building a FTUE (first-time user experience) with a funnel and a measurable early win
  • Generating a teaching ramp for a procedurally defined mechanic set

Scope

This skill owns how mechanics are introduced and learned. Adjacent concerns live in sibling skills:

  • Flow theory, intrinsic motivation, and the skill atom cycle → game-design-fundamentals
  • Teaching through spatial layout, landmarks, and affordances → level-design
  • Difficulty curve and the early challenge ramp → difficulty-and-balancing
  • Tutorial UI, tooltip and HUD design, and feedback overlays → ui-ux-and-feedback
  • First-hour pacing and session arc → pacing-and-the-player-journey

How the pieces fit

  • GUIDE.md — the cited why, in five sub-domains: the four-beat teaching pattern (introduce→test→combine→twist); show-don't-tell and implicit tutorial methods; progressive disclosure, scaffolding, and the mechanic dependency graph; FTUE and early retention design; and the five named anti-patterns. Every rule carries an exemplar + source, a test-for criterion, the named failure mode, and the procedural/headless implication.
  • CHECKLIST.md — Do/Don't + machine-checkable Test-for criteria, grouped by sub-domain. Written to be enforced as validators in a generation loop.

The one idea to anchor on

The best tutorial is a level, not a pop-up. Working memory holds ~3 novel items; exceed it and the mechanic goes untaught even if displayed. Teach one thing at a time — safe and consequence-free first, gated for mastery second, combined with a prior mechanic third, twisted into an unexpected application fourth. Every text box you add is a tacit admission that the level design failed to communicate it; every pop-up a player can skip is instruction that will not be received.

Start with GUIDE.md, then apply CHECKLIST.md.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.