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Agent Skill · 研究检索

game-design-ftue-hero-journey-audit(游戏设计 ftue 英雄之旅审核)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

game-design-ftue-hero-journey-audit 是研究检索类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为需要联网;许可证为 MIT-0,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 29,949。

总安装 2,966周安装 120GitHub Stars 公开资料未说明下载 931核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
1.0.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-design-ftue-hero-journey-audit(游戏设计 ftue 英雄之旅审核)
来源仓库:https://github.com/stanestane/game-design-ftue-hero-journey-audit
安装命令:
openclaw skills install game-design-ftue-hero-journey-audit
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install game-design-ftue-hero-journey-audit

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

game-design-ftue-hero-journey-audit 将英雄之旅模型映射到新手指引流程。确保入门阶段即建立正确期待与情感连接基础。识别叙事断裂点强化代入感与持续游玩意愿。特别适合 RPG、MMO 等强剧情类游戏的首屏体验设计。需提前准备详细的用户画像与目标转化路径定义。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install game-design-ftue-hero-journey-audit;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

game-design-ftue-hero-journey-audit 怎么安装?

在终端执行 openclaw skills install game-design-ftue-hero-journey-audit。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

game-design-ftue-hero-journey-audit 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

game-design-ftue-hero-journey-audit 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

game-design-ftue-hero-journey-audit 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

game-design-ftue-hero-journey-audit 用的人多吗?

公开数据是累计安装 2,966 次,近一周安装 120 次,下载 931 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

game-design-ftue-hero-journey-audit 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
game-design-ftue-hero-journey-audit

游戏设计 ftue 英雄之旅审核 · 本页

2,966—需要联网MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
game-design-ftue-hero-journey-audit
description
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.

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.

平台分布

OpenClaw

96.47%
按下载量换算898

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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