$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-ftue-hero-journey-auditAudit 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
| 1 | # Game Design FTUE Hero's Journey Audit |
| 2 | |
| 3 | Audit the FTUE as if the player is the hero of a story. |
| 4 | |
| 5 | 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. |
| 6 | |
| 7 | ## Core principle |
| 8 | |
| 9 | The purpose of FTUE is not merely to explain controls. |
| 10 | The deeper purpose is to create an emotional connection and make the player feel like the hero of their own story. |
| 11 | |
| 12 | ## Audit lens |
| 13 | |
| 14 | Focus on these stages: |
| 15 | 1. **Part 0 / Framing** - Is the FTUE treated broadly as the first meaningful arc, not just a tutorial? |
| 16 | 2. **Call to Adventure** - Does the game quickly establish why this world, fantasy, or challenge is worth entering? |
| 17 | 3. **Meeting the Mentor** - Does the game provide emotional guidance, framing, and useful gifts without drowning the player? |
| 18 | 4. **Crossing the Threshold** - Does the player get to take meaningful action with enough autonomy and competence to feel good? |
| 19 | |
| 20 | ## What to produce |
| 21 | |
| 22 | Generate: |
| 23 | 1. **FTUE scope** - what span of the experience is being audited |
| 24 | 2. **Hero's Journey stage review** - strengths and weaknesses by stage |
| 25 | 3. **Psychological need check** - autonomy, competence, relatedness where relevant |
| 26 | 4. **Drop-risk diagnosis** - where the FTUE is likely to lose players |
| 27 | 5. **Recommendations** - what to cut, pace, reframe, or strengthen |
| 28 | |
| 29 | ## Process |
| 30 | |
| 31 | ### 1. Define the FTUE scope |
| 32 | Clarify: |
| 33 | - what counts as the FTUE in this game |
| 34 | - whether the audit covers first 30 seconds, first session, or several early sessions |
| 35 | - where the player is most likely to bounce |
| 36 | |
| 37 | ### 2. Audit the broad framing |
| 38 | Ask: |
| 39 | - is FTUE treated only as a control tutorial, or as the player's first arc with the game? |
| 40 | - does the experience aim to build emotional investment? |
| 41 | - does the flow respect the player's time and attention? |
| 42 | - are early retention risks acknowledged in the design? |
| 43 | |
| 44 | ### 3. Audit the Call to Adventure |
| 45 | Ask: |
| 46 | - does the game establish an inviting fantasy, promise, or problem quickly? |
| 47 | - does the player understand why they should care? |
| 48 | - is there a strong emotional hook before explanation overload begins? |
| 49 | - how much friction appears before meaningful interaction? |
| 50 | - are there blockers such as large downloads, mandatory account creation, intrusive popups, or heavy exposition? |
| 51 | |
| 52 | Look for: |
| 53 | - fast entry into meaningful interaction |
| 54 | - minimal pre-play friction |
| 55 | - emotional hooks over yellow-arrow obedience |
| 56 | - intrigue, mood, and promise without infodump |
| 57 | |
| 58 | ### 4. Audit Meeting the Mentor |
| 59 | Ask: |
| 60 | - is there a mentor figure, guide, or equivalent framing device? |
| 61 | - does it create emotional connection or just dump instructions? |
| 62 | - does the guide explain only what matters now? |
| 63 | - does the player receive meaningful starter gifts, tools, or framing? |
| 64 | - is the mentor reused effectively for later mini-FTUE moments? |
| 65 | |
| 66 | Look for: |
| 67 | - empathic or authoritative guidance |
| 68 | - gift-giving that feels magical, useful, and motivating |
| 69 | - character or framing that helps the world feel inhabited |
| 70 | - concise explanation rather than lore drowning |
| 71 | |
| 72 | ### 5. Audit Crossing the Threshold |
| 73 | Ask: |
| 74 | - when does the player first gain meaningful control? |
| 75 | - is the first self-directed action actually meaningful? |
| 76 | - does it satisfy autonomy as well as competence? |
| 77 | - is the task achievable by a novice while still feeling like real play? |
| 78 | - is the FTUE overloaded with too many mechanics or abilities too fast? |
| 79 | - are rules softened, randomness reduced, and feedback sped up during this phase? |
| 80 | |
| 81 | Look for: |
| 82 | - early self-directed action |
| 83 | - clear and satisfying feedback |
| 84 | - low chance of early failure or humiliation |
| 85 | - only the minimum needed to start having fun |
| 86 | - gradual pacing of advanced systems |
| 87 | |
| 88 | ### 6. Check psychological needs |
| 89 | Use these lenses where relevant: |
| 90 | - **Autonomy** - how quickly the player gets meaningful agency |
| 91 | - **Competence** - whether the player can understand and succeed at the first tasks |
| 92 | - **Relatedness** - whether characters, framing, or social cues create emotional connection |
| 93 | |
| 94 | ### 7. Diagnose likely failure shapes |
| 95 | Common FTUE failure patterns: |
| 96 | - **Yellow-arrow servitude** - the player obeys prompts without caring |
| 97 | - **Pre-play bureaucracy** - too much friction before play begins |
| 98 | - **Lore drowning** - backstory arrives before emotional investment exists |
| 99 | - **Mentor as textbox** - guide character explains but does not emotionally connect |
| 100 | - **Threshold humiliation** - first real action is confusing or failure-prone |
| 101 | - |