From game
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.
npx claudepluginhub smileynet/line-cook --plugin game-spiceThis skill uses the workspace's default tool permissions.
Narrate the player's experience before writing code. If you can't describe it, you can't build it.
Guides strict Test-Driven Development (TDD): write failing tests first for features, bugfixes, refactors before any production code. Enforces red-green-refactor cycle.
Guides systematic root cause investigation for bugs, test failures, unexpected behavior, performance issues, and build failures before proposing fixes.
Guides A/B test setup with mandatory gates for hypothesis validation, metrics definition, sample size calculation, and execution readiness checks.
Narrate the player's experience before writing code. If you can't describe it, you can't build it.
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).
| 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 |
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.
(see scenario-walkthrough/template.md for all 5 beat walkthroughs, Visual Snapshot Prompts, Walkthrough Anti-Patterns)(see design-frameworks → Core Loop Design)(see scoping)(see playtesting → The 3-Question Framework)(see antipatterns)(see economy-design)(see difficulty-design → Flow State & Difficulty)(see content-planning)