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    Player Fairness, Failure & Retention Toolkit

    Design failure that makes players want another attempt instead of quitting in frustration. This 8-skill bundle analyzes onboarding, flow, failure loops, attribution, perceived randomness, fairness, memorable moments, and unfinished goals. Use it to understand why technically balanced systems can still feel unfair, why players blame the game instead of themselves, what they remember after a session, and what makes them want to come back.

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    Works with every agent that reads SKILL.md — Claude Code, Cursor, Codex CLI, Gemini CLI, GitHub Copilot, Windsurf, OpenClaw, and more.

    Stanislav Stankovic
    Created by
    Stanislav Stankovic
    $19.99$40
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    What's included

    8 skills

    See it in action

    game design ftue hero journey audit

    Example session with this skill installed

    Audit the FTUE for a dark fantasy ARPG where the player starts in a jail cell, follows a ghost guide for 10 minutes of combat basics, and then faces a boss they are scripted to lose against.

    • Read your context and instructions
    • Compiled the game design ftue
    • Generated the UI component

    I have audited the FTUE for your dark fantasy ARPG. While the atmosphere is strong, the scripted loss at the "Threshold" creates a high risk of "Threshold Humiliation" for new players.

    FTUE Hero's Journey Audit: Dark Fantasy ARPG

    StageAnalysisVerdict
    Call to AdventureThe jail cell start is a classic "Ordinary World" exit, but the "Why" is missing. Why should the hero escape?Weak
    Meeting the MentorThe ghost guide provides essential gifts (basic sword) but lacks emotional weight. It feels like a floating UI element.Neutral
    Crossing the ThresholdThe scripted boss loss violates the "Competence" need. Players often mistake design intent for bad balancing.Critical Risk
    Psychological NeedsAutonomy is low due to the linear jail corridor. Competence is stripped away by the scripted death.Low Satisfaction

    Drop-Risk Diagnosis

    The primary drop-risk occurs at the 12-minute mark. After spending 10 minutes learning mechanics (investment), the player is forced into a failure state (punishment). This creates a "Competence Trap" where the player feels the game is unfair rather than challenging.

    Recommendations

    Reframe the Mentor: Give the ghost a name and a shared goal. Instead of "Press X to attack," have the ghost beg the player to "Break these chains so we can both be free."
    2.

    Adjust the Threshold: Instead of a scripted death, have the boss "break" the environment, forcing the player to escape. This maintains the boss's threat without hurting the player's sense of agency.
    3.

    Early Hook: Insert a 15-second cinematic or environmental storytelling piece in the cell that hints at the "inviting fantasy"—show what the player is fighting to get back to.

    Next steps

    • Review the ghost's dialogue script for emotional hooks.
    • A/B test a version where the boss fight is winnable but ends in a narrow escape.
    • Map out the "Part 0" framing to establish the hero's motivation before the first combat.

    game-design-ftue-hero-journey-audit.tsx

    TSX · React component

    Generated

    Example file from a real run - the skill writes it into your workspace.

    How to install

    Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.

    ~30 seconds
    1. 1

      Download the ZIP

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    2. 2

      Unzip into your skills folder

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    3. 3

      Ask your agent to use it

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