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 5.5 | $0.00072 | $0.00298 |
| Sonnet 5.5 | $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 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.
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.
- 1mo 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 (30 stars, last pushed 3mo ago), licensed MIT. It adds 180 tokens to every session and 744 once invoked, about $0.0007 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.
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.
dev-story
Implements one story in code with tests, following its ADRs. Use when the user says to build, implement or start working on a story. Not for checking readiness beforehand or closing the story after.
regression-suite
Map test coverage to GDD critical paths, find fixed bugs lacking regression tests, flag drift from new features.
test-helpers
Generate engine-specific test helper libraries — assertion utilities, factory functions, mocks in the engine's test folder. Reduces boilerplate.
ux-review
Validate a UX spec, HUD design or pattern library — accessibility, GDD alignment, readiness. APPROVED / NOT ASSESSED / NEEDS REVISION / MAJOR REVISION NEEDED.