git:20260912.fa9b7fd to git:20260913.710182b

19 added, 22 removed. Audit A to A.

---
name: first-session-value
- description: The first minutes must show a real verb before a wall. Ask play-first vs question-then-demo vs wall-first. Tutorial-design teaches the verb. This skill decides when money is allowed to speak.
+ description: Use when the first playable session must demonstrate real product value before or around an offer, signup or wall, while keeping onboarding evidence distinct from monetization policy.
---
# First session value
- Ask the column:
-
- | Column | When the wall may appear |
- |---|---|
- | play-first | after one published slice accept |
- | question-then-demo | answers change the demo, then a wall |
- | wall-first | only if the product is a paid tool and that is published |
-
- Hard walls are not the default. Traffic size is not a reason.
+ This skill decides when the player experiences the promised value. `game-monetization` owns offer/paywall design.
- ## Flow
+ ## Contract
- 1. Promise only what the slice can do today.
- 2. Show the verb with a real preview or a playable beat. Mock UI is labeled preview.
- 3. A question exists only if the answer changes copy, demo, or offer.
- 4. After pay or skip, land in play, not a second setup.
- 5. New vs returning flags are data. Debug-member must not ship in slot 0.
+ Publish:
+ - stable `session_variant_id` and revision
+ - audience/cohort and entry source
+ - promised core challenge or decision
+ - minimum playable/demo outcome
+ - optional question/setup steps and why each changes the experience
+ - handoff point to `game-monetization` or another product flow
+ - evidence and untested remainder
- ## Constraints
+ ## Rules
- - Do not collect sensitive diagnostics for a generic game.
- - game-planning slice accept still stands: goal, one fight, reward, next step.
- - Capture of a forced wall is feature-demo, not a new-player tape.
+ 1. Promise only capabilities available in the tested build or label preview/mock content explicitly.
+ 2. The first value beat may be combat, puzzle, creation, simulation, narrative, rhythm, racing or another project loop; do not force a fight or reward.
+ 3. Questions belong before the value beat only when their answers materially alter the experience, content or offer.
+ 4. An offer, signup or wall is separate policy. Its presence does not prove or invalidate the gameplay slice by itself.
+ 5. Returning/new-player state uses stable identity and must not depend on a debug slot or mutable display text.
- ## Accept
+ ## Acceptance
- A new player can do the published verb once without paying. The wall names the extra verbs, not the same fight they just had.
+ A reviewer can identify the `session_variant_id`, what value was promised, the core challenge or decision actually experienced, which setup steps mattered, where monetization/product flow begins, and what evidence supports the first-session claim.