level-teach · diff

git:20260912.8c4893b to git:20260913.96ad920

14 added, 31 removed. Audit A to A.

---
name: level-teach
- description: >
- Teach a verb inside the room, not on a slide. Use when the first jump
- is over a pit, when a prompt replaces space, or when a new tool arrives
- with three elites. Stacks on tutorial-design, ability-gate, level-design.
+ description: Use when a specific room or spatial beat must teach, reinforce, test, or remix a mechanic and the player is being asked to perform it before receiving sufficient in-world practice.
---
- # Level teach
-
- Ask the column (one verb per beat).
-
- | Column | Space does |
- |---|---|
- | show | player sees the verb used or the obstacle that needs it |
- | safe-try | must use the verb; fail is cheap (no run-wipe) |
- | test | same verb, now with a cost |
- | remix | old verb + one new constraint |
-
- Do not skip safe-try. A text box is not safe-try.
+ # Level Teach
- ## Beat order
+ This skill owns **spatial teaching beats for a mechanic already defined elsewhere**. `tutorial-design` owns the wider onboarding sequence; `level-design` owns the room/route structure.
- ```
- show → safe-try → test → (later) remix
- ```
+ ## Modes
- Introduce one verb. Reinforce it once in the same session. Mix it with an old verb only after both have a test.
- The first death to that verb must point at the tell the room already showed (attack-tell / platform-jump).
+ | Mode | Spatial objective |
+ |---|---|
+ | show | expose the mechanic, affordance, or consequence |
+ | safe-try | allow low-cost practice when the project needs it |
+ | test | require the mechanic under authored consequence |
+ | remix | combine known mechanics or add a new constraint |
- ## Iron rules
+ The project chooses which modes are required and their order. `show → safe-try → test → remix` is a useful pattern, not a universal mandate. Some mechanics are self-evident, optional, discoverable, narrative-only, or intentionally learned through consequence.
- - Safe-try has an exit that does not require coyote, frame-perfect parry, or a wiki.
- - Prompts name the job already bound (input-design). They do not author a second control.
- - Skip-cutscene does not skip safe-try (cutscene-handoff + tutorial-design).
- - Ability-gate: teach on the safe side of the door, test on the far side.
- - Do not drop a new verb in the same room as a new elite kit.
- - First-session-value: the first taught verb must finish one meaningful beat.
+ Prompts reference semantic actions from `input-design`; they do not create another input mapping. `ability-gate` coordinates which side of a gate exposes/practices a required ability. `attack-tell`, traversal skills, puzzle rules, or other true owners define the mechanic itself.
- ## Accept
+ ## Acceptance
- A stranger can name the new verb after the safe-try room. They can fail the test once and retry without a load-screen essay. A designer can point at show / safe-try / test on a map, not only in a script.
+ For the chosen teaching objective, identify the mechanic, prior knowledge, permitted failure cost and expected demonstration. Observe whether a representative player can perform the intended action afterward without hidden tester guidance. Mark omitted teaching phases explicitly rather than pretending they occurred.