Use when a game needs an onboarding sequence, mechanic introduction order, hint escalation, tutorial skip/replay policy, or progression from first exposure to independent use.
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---
name: tutorial-design
description: Use when a game needs an onboarding sequence, mechanic introduction order, hint escalation, tutorial skip/replay policy, or progression from first exposure to independent use.
---
# Tutorial Design
This skill owns **onboarding sequence and progression across beats/sessions**. `level-teach` owns spatial teaching inside a room; `input-design` owns controls; mechanic-specific skills own the mechanic.
## Modes
| Mode | Presentation |
|---|---|
| diegetic | teaching embedded in world/state/character behavior |
| overlay-hint | contextual UI hints layered on play |
| separate-yard | dedicated practice space or tutorial flow |
## Sequence contract
For each tutorial objective, record prerequisite knowledge, first exposure, practice/test opportunities, hint escalation, failure recovery, skip/replay behavior and the point where assistance retires. The project may use show/safe/test/remix, observation-first, contextual hints, experimentation, narrative instruction, or another authored sequence.
Hints identify the relevant action/concept at the selected assistance level; they should not silently solve a challenge unless the project deliberately offers solution-level assistance.
Tutorial pause/time behavior is project data. If instruction needs to suspend gameplay, coordinate with `pause-timescale`; do not assume every tutorial must keep the combat clock running.
## Acceptance
Observe representative first-time users and record which objective was understood, performed independently, failed, skipped or required escalation. Re-test with tutorial skip/replay policies and alternate input/accessibility settings. A displayed text panel alone is not proof of onboarding success.