scenario-walkthrough
Skill0 starsChanged 9 months agoMITView on GitHub
MLP scenario walkthrough and player experience narration. Use when visualizing the player experience before building, writing gameplay storyboards, narrating a play session, mapping player inputs to feedback, or validating that a plan feels concrete and playable. Covers 5-beat walkthrough, input/feedback mapping, experience narration.
In this repository14 other files it gives its agents.
- AGENTS.mdAGENTS.md
- antipatternsSkill
- architecture-auditSkill
- ascii-wireframingSkill
- content-planningSkill
- design-frameworksSkill
- difficulty-designSkill
- economy-designSkill
- implementationSkill
- mechanics-paletteSkill
- plan-auditSkill
- playtestingSkill
- scopingSkill
- simulation-guideSkill
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 37
Rule: If you can't fill in all 5 columns for a core action, the design isn't concrete enough to build.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
MLP Scenario Walkthrough
Narrate the player's experience before writing code. If you can't describe it, you can't build it.
Quick Reference
What Is a Scenario Walkthrough?
A moment-by-moment narration of a complete play session through your MLP. Not a feature list — a story of what the player sees, does, and feels from launch to session end.
Write one when: Core loop + 3 features are defined, BEFORE implementation begins (see scoping → The 3-Feature Rule).
The 5-Beat Structure
| Beat | Question It Answers | Duration |
| 1. First Contact | What does the player see on launch? | First 10 seconds |
| 2. Learning the Verb | How do they discover the core mechanic? | First 1-2 minutes |
| 3. Core Loop in Motion | What does a full loop cycle feel like? | 2-3 cycles |
| 4. Rising Stakes | How does challenge emerge? | First failure |
| 5. Session End | Why would they play again? | Last moment |
Input & Feedback Mapping
For each key moment, fill in this template:
| Player Intent | Input | Visual Feedback | Audio Feedback | State Change |
| "I want to jump" | Space bar | Character rises, squash & stretch | Whoosh sound | Position changes, airborne state |
| "I want to attack" | Click | Sword swing animation, hit flash | Slash + impact sound | Enemy HP decreases |
Rule: If you can't fill in all 5 columns for a core action, the design isn't concrete enough to build.
MLP Scenario Checklist
- First 30 seconds described — what does the player see and do first?
- First failure described — how does the player lose/fail and what happens?
- Complete core loop cycle narrated — action → reward → reinvestment
- Every input method used in MLP is mentioned at least once
- A reason to replay or continue is present at session end
- No beat says "the player has fun" — describe what they DO, not how they feel
Deep Dives
(see scenario-walkthrough/template.md for all 5 beat walkthroughs, Visual Snapshot Prompts, Walkthrough Anti-Patterns)
See Also
- design-frameworks — Onboarding (Beat 2), core loop design (Beat 3), game feel (feedback mapping)
(see design-frameworks → Core Loop Design) - scoping — Tracer bullet as the technical equivalent of a walkthrough
(see scoping) - playtesting — Use the walkthrough as a testable artifact
(see playtesting → The 3-Question Framework) - antipatterns — Design in Isolation and GDD Tome — walkthroughs help avoid both
(see antipatterns) - economy-design — Narrate economy decisions within the walkthrough
(see economy-design) - difficulty-design — Flow and difficulty for Beat 4 (Rising Stakes)
(see difficulty-design → Flow State & Difficulty) - content-planning — Narrate content pacing and level progression before building
(see content-planning)
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Your trail
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Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

