onboarding

onboarding is a skill for Claude Code from kyh/vibedgames. It costs 33 tokens per session (1,632 once invoked), scanned A, original, MIT.

A guide to the first moments of a link-shared browser game, including how to teach the controls, introduce the main action, handle failure, and adjust difficulty.

In plain words
What is it for?
Use it to design the first 30 seconds, tutorials, goals, retry flows, device-specific controls, difficulty increases, and optional assistance for players.
Why use it?
Players may arrive without instructions and give the game only a few seconds to make sense. The guide helps them start playing quickly while keeping the challenge appropriate as they learn.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the vibedgames plugin — 34 skills shipped together

Good fit Use it to design the first 30 seconds, tutorials, goals, retry flows, device-specific controls, difficulty increases, and optional assistance for players.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kyh/vibedgames/onboarding
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add kyh/vibedgames --skill onboarding
Clone the repo
git clone --depth 1 https://github.com/kyh/vibedgames

Made for: Claude Code.

Or install vibedgames, the plugin that ships this one along with the rest of its 34 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for onboarding

README.md
[![agentmods](https://agentmods.dev/badge/skills/kyh/vibedgames/onboarding/github.svg)](https://agentmods.dev/skills/kyh/vibedgames/onboarding)
Your own site
<a href="https://agentmods.dev/skills/kyh/vibedgames/onboarding"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/onboarding/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for onboarding

Your own site · 80×15
<a href="https://agentmods.dev/skills/kyh/vibedgames/onboarding"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/onboarding.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,632 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 1 finding, up to medium

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • medium Excessive Agency · line 70
    Skill enables autonomous high-impact decisions without human-in-the-loop verification. Critical operations (destructive commands, financial transactions, data deletion) should require explicit user confirmation.
    Fix: Add human-in-the-loop confirmation for destructive, irreversible, or high-impact operations. Never auto-execute commands that modify files, send data, or alter system state.
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00033 $0.01632
Opus 5.5 $0.00013 $0.00653
Sonnet 5.5 $0.00007 $0.00326
Haiku 4.5 $0.00003 $0.00163

Measured 1mo ago against content hash f8cd530a2e28, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

onboarding scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/vibedgames/skills/onboarding/SKILL.md · 129 lines

How it starts

The opening of the file, as written. The whole thing — 129 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Onboarding & difficulty

A vibedgames player arrives cold from a link, mid-conversation, with seconds of patience. The first session is the whole funnel. Fun is learning: the game lives while there's a pattern left to master, and difficulty must rise with skill to stay in the flow channel.

The first 30 seconds

  • Time-to-first-input < 5s. No splash chain, no settings, no mode select.
  • Time-to-core-verb < 30s. The player performs the signature verb (jump, shoot, plant) for real, with consequences, in the first half-minute.
  • One input to start — "press any key / tap" over a live game scene. Show the actual game behind the title (attract mode), not a static logo.
  • First input produces a juicy result: sound + motion + particles. The brain needs proof inputs matter before it will learn the pattern.
  • Goal in one sentence or zero: "Survive." "Reach the flag."
  • Detect input device: show touch hints to touch users, key hints to keyboard users — never a scheme the device can't use. If the core input is exotic (webcam, gamepad, mic), hint it explicitly and ship a plain mouse/keyboard fallback that's announced, not silent. Gimmick inputs (webcam/face/pose/hand, 3D presentation) are the product's identity — never drop them in a rebuild; standard inputs are fallbacks alongside. Hand tracking is undiscoverable on touch — hint it.
  • Browser permission prompts are modals. Camera/mic/motion requests are the most common cold-open modal in browser games — make them opt-in behind a button, or defer until after first play. Never fire getUserMedia on mount, and don't fetch the model before consent: the MediaPipe bundle pulled pre-consent from CDN is the biggest per-game load lever (6.1 MB → 0.15 MB and 2.5 MB → 0.14 MB on two games once deferred).

Teaching without a tutorial (George Fan's PvZ rules)

  • Doing > reading. Never explain in text what a situation can force the player to discover once. Gate progress behind doing it once — done = taught.
  • ≤ 8 words on screen at a time. If an instruction needs more, redesign the situation, not the sentence.
  • Safe first exposure (Half-Life 2 pattern): observe the hazard eat a barrel before dodging it yourself.
  • Ramp: teach → repeat with one twist → combine. Never two new ideas at once; roughly one new element per level.
  • Objects self-describe: appearance telegraphs function; piggyback on real-world knowledge (red = damage, coins = money, arrows = direction).
  • Hints are adaptive, not up-front: "Try planting further left!" only after the relevant failure. No modal popups that pause play.
  • Bias the first decision: make the correct opening move the cheap, shiny, obvious one (Fan made sunflowers cheap and sparkly).
  • Never label anything "Tutorial".
  • Control hints live on the start screen only — never persistent chrome during play (allowed exceptions in game-ui).

Read the full file on GitHub · 129 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 1mo ago Changed · +7 lines · -90 tokens per session f8cd530a2e28
  2. 1mo ago First seen · 122 lines · 123 tokens per session scan A 8f64f17a047f

Subscribe to this mod's changes

onboarding is a skill published in the GitHub repository kyh/vibedgames (61 stars, last pushed yesterday), licensed MIT. It adds 33 tokens to every session and 1,632 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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