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.
npx skills add rondorkerin/gamestack --skill onboarding-and-teachinggit clone --depth 1 https://github.com/rondorkerin/gamestackWrote 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.
[](https://agentmods.dev/skills/rondorkerin/gamestack/onboarding-and-teaching)<a href="https://agentmods.dev/skills/rondorkerin/gamestack/onboarding-and-teaching"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/onboarding-and-teaching/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.
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/onboarding-and-teaching"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/onboarding-and-teaching.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00180 | $0.00744 |
| Opus 5 | $0.00090 | $0.00372 |
| Sonnet 5 | $0.00036 | $0.00149 |
| Haiku 4.5 | $0.00018 | $0.00074 |
Grade A, and why
onboarding-and-teaching 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 12d 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.
How it starts
The opening of the file, as written. The whole thing — 38 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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 inlevel-design; the early difficulty curve lives indifficulty-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
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 12d ago First seen · 38 lines · 180 tokens per session scan A 132feb9ca166
onboarding-and-teaching is a skill published in the GitHub repository rondorkerin/gamestack (28 stars, last pushed 2mo ago), licensed MIT. It adds 180 tokens to every session and 744 once invoked, about $0.0009 per session on Opus 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.
Other skills, from other repositories
cgs-design-system
Use for design system tasks that author a system GDD with rules, data, edge cases, progression, feedback, and implementation acceptance tests; produce verification evidence, changed or proposed files, and handoff boundaries.
cgs-release-checklist
Use for release checklist tasks that check build, packaging, store, QA, localization, accessibility, rollback, and ship/no-ship readiness; produce verification evidence, changed or proposed files, and handoff boundaries.
ux-design
Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.
prototype
Concept prototype — validate the core idea is worth designing before writing GDDs. Run right after /brainstorm and /setup-engine. Routes to HTML, Engine, or Paper path based on game type. Produces a throwaway build and a PROCEED/PIVOT/KILL verdict.
dev-story
Read a story file and implement it. Loads the full context (story, GDD requirement, ADR guidelines, control manifest), routes to the right programmer agent for the system and engine, implements the code and test, and confirms each acceptance criterion. The core implementation skill — run after /story-readiness, before…
smoke-check
Run the critical path smoke test gate before QA hand-off. Executes the automated test suite, verifies core functionality, and produces a PASS/FAIL report. Run after a sprint's stories are implemented and before manual QA begins. A failed smoke check means the build is not ready for QA.