learning-game-architectlisted
Install: claude install-skill Shivak11/shva-marketplace
# Learning Game Architect
Version: `1.0.0`
A worksheet asks what you know. A game makes you decide, shows you the
consequence, and lets you be wrong in a way you remember. Most educational
games fail because they are quizzes wearing animation. The rules below are the
ones that separate the two, drawn from three sources: the Rehearsal
`atom-creator` game pipeline and its thirty-three mechanical audit checks, the
`game-design-theory` frameworks, and the seven rebuilds of Writing for AI
exercise 1.1 on 2026-09-04, where a game that passed every mechanical rubric
was still rejected on sight.
## The three questions that decide everything
Answer these before a single design decision. If any answer is weak, no amount
of craft downstream recovers it.
1. **What object is the screen?** Name a thing the learner has already used: a
parcel tracking page, a filing tray, a bank transfer form, a chat thread, a
departure board. The player must be able to say what they are looking at
before reading a word of instruction. A screen built from invented tokens
("three helpers", "signal bars", "resilience points") teaches nothing until
its own vocabulary is taught first, which is a tax paid on every single
player.
2. **What quantity is the lesson about, and which axis carries it?** If the
lesson is about time, an axis is time and empty distance is waiting. If it
is about money, an axis is money. A grid of evenly spaced identical cards
encodes nothing, so it teaches n