Game Design Ftue Hero Journey Audit logo

Game Design Ftue Hero Journey Audit

Community
Stanestane
game-design-ftue-hero-journey-audit

Audit a game's FTUE (First Time User Experience) through the lens of the Hero's Journey / monomyth. Use when reviewing onboarding, tutorial flow, first-session retention, first 30 seconds, early-session emotional hooks, mentor/tutorial character usage, first meaningful action, or whether an FTUE makes the player feel like the hero of the experience rather than a passive victim of UX chores.

Overview

PublisherStanestane
Repositorygame-design-skills-bundle
Skill namegame-design-ftue-hero-journey-audit
Stars
87
Forks
18
Bundled files
2
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by Stanestane on GitHub. Read the source before you install it.

Installation

Install the Game Design Ftue Hero Journey Audit AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/Stanestane/game-design-skills-bundle/tree/master/game-design-ftue-hero-journey-audit
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/Stanestane/game-design-skills-bundle.git /tmp/game-design-skills-bundle
mkdir -p .claude/skills
cp -r /tmp/game-design-skills-bundle/game-design-ftue-hero-journey-audit .claude/skills/game-design-ftue-hero-journey-audit
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Design Ftue Hero Journey Audit in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Design Ftue Hero Journey Audit on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Design Ftue Hero Journey Audit is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Game Design FTUE Hero's Journey Audit

Audit the FTUE as if the player is the hero of a story.

Use this skill to evaluate whether a game's onboarding creates emotional connection, delivers a compelling call to adventure, introduces guidance in a motivating way, and gives the player an early moment of meaningful control. This is not just a tutorial audit. It is an audit of the player's first heroic arc.

Core principle

The purpose of FTUE is not merely to explain controls. The deeper purpose is to create an emotional connection and make the player feel like the hero of their own story.

Audit lens

Focus on these stages:

  1. Part 0 / Framing - Is the FTUE treated broadly as the first meaningful arc, not just a tutorial?
  2. Call to Adventure - Does the game quickly establish why this world, fantasy, or challenge is worth entering?
  3. Meeting the Mentor - Does the game provide emotional guidance, framing, and useful gifts without drowning the player?
  4. Crossing the Threshold - Does the player get to take meaningful action with enough autonomy and competence to feel good?

What to produce

Generate:

  1. FTUE scope - what span of the experience is being audited
  2. Hero's Journey stage review - strengths and weaknesses by stage
  3. Psychological need check - autonomy, competence, relatedness where relevant
  4. Drop-risk diagnosis - where the FTUE is likely to lose players
  5. Recommendations - what to cut, pace, reframe, or strengthen

Process

1. Define the FTUE scope

Clarify:

  • what counts as the FTUE in this game
  • whether the audit covers first 30 seconds, first session, or several early sessions
  • where the player is most likely to bounce

2. Audit the broad framing

Ask:

  • is FTUE treated only as a control tutorial, or as the player's first arc with the game?
  • does the experience aim to build emotional investment?
  • does the flow respect the player's time and attention?
  • are early retention risks acknowledged in the design?

3. Audit the Call to Adventure

Ask:

  • does the game establish an inviting fantasy, promise, or problem quickly?
  • does the player understand why they should care?
  • is there a strong emotional hook before explanation overload begins?
  • how much friction appears before meaningful interaction?
  • are there blockers such as large downloads, mandatory account creation, intrusive popups, or heavy exposition?

Look for:

  • fast entry into meaningful interaction
  • minimal pre-play friction
  • emotional hooks over yellow-arrow obedience
  • intrigue, mood, and promise without infodump

4. Audit Meeting the Mentor

Ask:

  • is there a mentor figure, guide, or equivalent framing device?
  • does it create emotional connection or just dump instructions?
  • does the guide explain only what matters now?
  • does the player receive meaningful starter gifts, tools, or framing?
  • is the mentor reused effectively for later mini-FTUE moments?

Look for:

  • empathic or authoritative guidance
  • gift-giving that feels magical, useful, and motivating
  • character or framing that helps the world feel inhabited
  • concise explanation rather than lore drowning

5. Audit Crossing the Threshold

Ask:

  • when does the player first gain meaningful control?
  • is the first self-directed action actually meaningful?
  • does it satisfy autonomy as well as competence?
  • is the task achievable by a novice while still feeling like real play?
  • is the FTUE overloaded with too many mechanics or abilities too fast?
  • are rules softened, randomness reduced, and feedback sped up during this phase?

Look for:

  • early self-directed action
  • clear and satisfying feedback
  • low chance of early failure or humiliation
  • only the minimum needed to start having fun
  • gradual pacing of advanced systems

6. Check psychological needs

Use these lenses where relevant:

  • Autonomy - how quickly the player gets meaningful agency
  • Competence - whether the player can understand and succeed at the first tasks
  • Relatedness - whether characters, framing, or social cues create emotional connection

7. Diagnose likely failure shapes

Common FTUE failure patterns:

  • Yellow-arrow servitude - the player obeys prompts without caring
  • Pre-play bureaucracy - too much friction before play begins
  • Lore drowning - backstory arrives before emotional investment exists
  • Mentor as textbox - guide character explains but does not emotionally connect
  • Threshold humiliation - first real action is confusing or failure-prone
  • Overloaded onboarding - too many mechanics too quickly
  • Competence trap - player sleepwalks through tutorial and then crashes in real play

8. Convert findings into recommendations

For each issue, specify:

  • what stage it damages
  • what player need it frustrates
  • what should be removed, delayed, simplified, reframed, or strengthened
  • what emotional effect the change should produce

Response structure

FTUE Scope

  • ...

Part 0 / Framing

  • Strengths: ...
  • Weaknesses: ...

Call to Adventure

  • Strengths: ...
  • Weaknesses: ...

Meeting the Mentor

  • Strengths: ...
  • Weaknesses: ...

Crossing the Threshold

  • Strengths: ...
  • Weaknesses: ...

Psychological Need Check

  • Autonomy: ...
  • Competence: ...
  • Relatedness: ...

Drop-Risk Diagnosis

  • ...

Recommendations

  1. ...
  2. ...
  3. ...

Fast mode

  • What is the player's first emotional hook?
  • What friction appears before meaningful play?
  • Who or what acts as the mentor?
  • What is the first real self-directed action?
  • Where is the FTUE most likely to lose the player?

References

Read these when useful:

  • references/hero-journey-ftue-notes.md for the article-derived stage mapping
  • references/failure-patterns.md for common FTUE breakdowns through this lens

Working principle

Do not design the player like a confused clerk filling forms. Design them like the hero crossing into a world worth caring about.


Part of the Game Design Skills Bundle by Stanislav Stankovic. Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See https://github.com/Stanestane/game-design-skills-bundle for terms.

Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Game Design Ftue Hero Journey Audit AI skill do?

Audit a game's FTUE (First Time User Experience) through the lens of the Hero's Journey / monomyth. Use when reviewing onboarding, tutorial flow, first-session retention, first 30 seconds, early-session emotional hooks, mentor/tutorial character usage, first meaningful action, or whether an FTUE makes the player feel like the hero of the experience rather than a passive victim of UX chores.

Why use Game Design Ftue Hero Journey Audit on TypingMind?

Because you install it once and use it with any model. Game Design Ftue Hero Journey Audit is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Design Ftue Hero Journey Audit in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Stanestane/game-design-skills-bundle/tree/master/game-design-ftue-hero-journey-audit. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Game Design Ftue Hero Journey Audit?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Design Ftue Hero Journey Audit?

As many as you like. As long as a model supports skills, you can use Game Design Ftue Hero Journey Audit with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Design Ftue Hero Journey Audit AI skill free?

It is published on GitHub by Stanestane. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇