What's Next
A friendly compass for a solo non-developer building a learning game. It looks at where the project actually is and points to the single most useful next step — no to-do dump, no jargon. Read-only: it never creates or edits anything; it orients and recommends.
The toolset it maps
| Stage | Skill | Question it answers |
|---|---|---|
| 1. Design | learning-game-design |
What is this game teaching, and how? |
| 2. Build | (you write the HTML/JS) | Make the game |
| 3. Content check | game-content-audit |
Is the content correct & clean? |
| 4. Feedback | learner-playtest |
Did real learners actually learn? |
| 5. Ship | ship-check |
Is it safe to publish? |
The flow is roughly 1 → 5, but it loops: feedback and audits often send you back to design or content. That's normal, not failure.
How it works
Phase 1 — Look (read-only)
Quietly check for these signals; do not write anything:
- Design spec —
design/learning-game-design-*.md - Game code — any
.html/.jsfor the game - Content audit — a saved audit report, or ask if
game-content-auditwas run - Playtests — anything under
playtests/ - Ship check — a saved ship-check report
If the project layout is unclear (a non-dev may not keep tidy folders), ask one or two short questions instead of guessing — e.g. "Do you have a playable HTML file yet?" / "Have you tried it with any learners?"
Phase 2 — Locate the stage
Use this ladder; recommend the FIRST gap found:
- No design spec →
learning-game-design(pin the learning objective first). - Spec exists, no playable game → build the HTML/JS (the spec's content architecture tells you whether questions are generated in code or stored).
- Game exists, content never audited →
game-content-audit(catch wrong answers / PII before any learner sees it). - Content audited (PASS), no learner feedback →
learner-playtest(surveyfor many learners,observeto watch one closely). - Playtested and learning confirmed, not ship-checked →
ship-check. - Ship-check PASS → publish / share, then loop back: gather more feedback, iterate. (When you have lots of player data, a future analytics pass can show where learners struggle.)
If an earlier stage regressed (e.g. you changed the question generator after auditing), recommend re-running that gate, not marching forward.
Phase 3 — Recommend ONE thing
Output, in plain language:
- Where you are — one sentence naming the stage.
- The one next step — what to do and which skill/command to run, with a one-line why.
- (Optional) on deck — at most one line on what comes after, so the user sees the path without being overwhelmed.
Keep it short and encouraging. At most one main recommendation — like a good status check, not a backlog.
Example shape
You're at: game built, content not yet checked.
Do next: run `game-content-audit` on your question sample + player Sheet —
it catches wrong answers and any personal data before a learner sees them.
After that: collect learner feedback with `learner-playtest` (survey mode).
Anti-patterns
- Dumping a long to-do list. One main recommendation. The user can ask again for the next.
- Guessing the stage when unsure. Ask one quick question instead.
- Marching forward past a regressed gate. If content changed after an audit, send them back to re-audit.
- Writing or changing files. This skill only reads and advises.
- Jargon. Speak to a non-developer: "playable file", not "build artifact".