Install
$ agentstack add skill-rondorkerin-gamestack-onboarding-and-teaching ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
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.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: rondorkerin
- Source: rondorkerin/gamestack
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.