@soulcraft/kits 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/kits/ai-content-studio/kit.json +358 -0
- package/kits/api-documentation/kit.json +358 -0
- package/kits/api-documentation/skills/api-examples/SKILL.md +176 -0
- package/kits/api-documentation/skills/api-review/SKILL.md +35 -0
- package/kits/api-documentation/skills/api-versioning/SKILL.md +156 -0
- package/kits/api-documentation/skills/create-code-examples/SKILL.md +42 -0
- package/kits/api-documentation/skills/define-resource/SKILL.md +39 -0
- package/kits/api-documentation/skills/document-auth/SKILL.md +39 -0
- package/kits/api-documentation/skills/document-endpoint/SKILL.md +40 -0
- package/kits/api-documentation/skills/kit-expertise/SKILL.md +78 -0
- package/kits/api-documentation/skills/openapi-spec/SKILL.md +174 -0
- package/kits/axe-house/kit.json +931 -0
- package/kits/axe-house/skills/axe-expertise/SKILL.md +259 -0
- package/kits/axe-house/skills/blog-draft/SKILL.md +147 -0
- package/kits/axe-house/skills/booking-digest/SKILL.md +188 -0
- package/kits/axe-house/skills/customer-insights/SKILL.md +215 -0
- package/kits/axe-house/skills/demand-forecast/SKILL.md +183 -0
- package/kits/axe-house/skills/email-campaign/SKILL.md +135 -0
- package/kits/axe-house/skills/experience-copy/SKILL.md +142 -0
- package/kits/axe-house/skills/guest-letter/SKILL.md +171 -0
- package/kits/axe-house/skills/inventory-health/SKILL.md +234 -0
- package/kits/axe-house/skills/league-manager/SKILL.md +264 -0
- package/kits/axe-house/skills/revenue-report/SKILL.md +240 -0
- package/kits/axe-house/skills/safety-briefing/SKILL.md +248 -0
- package/kits/axe-house/skills/social-calendar/SKILL.md +203 -0
- package/kits/axe-house/skills/staff-briefing/SKILL.md +231 -0
- package/kits/axe-house/skills/venue-data-model/SKILL.md +225 -0
- package/kits/blog-series/kit.json +363 -0
- package/kits/blog-series/skills/content-hooks/SKILL.md +158 -0
- package/kits/blog-series/skills/headline-brainstorm/SKILL.md +40 -0
- package/kits/blog-series/skills/kit-expertise/SKILL.md +78 -0
- package/kits/blog-series/skills/repurpose-content/SKILL.md +40 -0
- package/kits/blog-series/skills/seo-review/SKILL.md +41 -0
- package/kits/blog-series/skills/seo-writing/SKILL.md +135 -0
- package/kits/blog-series/skills/series-audit/SKILL.md +36 -0
- package/kits/blog-series/skills/write-post-outline/SKILL.md +42 -0
- package/kits/business-plan/kit.json +437 -0
- package/kits/business-plan/skills/competitor-analysis/SKILL.md +34 -0
- package/kits/business-plan/skills/financial-modeling/SKILL.md +180 -0
- package/kits/business-plan/skills/financial-projections/SKILL.md +42 -0
- package/kits/business-plan/skills/kit-expertise/SKILL.md +101 -0
- package/kits/business-plan/skills/market-analysis/SKILL.md +155 -0
- package/kits/business-plan/skills/market-research/SKILL.md +35 -0
- package/kits/business-plan/skills/sba-compliance/SKILL.md +163 -0
- package/kits/business-plan/skills/swot-analysis/SKILL.md +36 -0
- package/kits/canvas-and-corks/kit.json +910 -0
- package/kits/canvas-and-corks/skills/blog-draft/SKILL.md +160 -0
- package/kits/canvas-and-corks/skills/booking-digest/SKILL.md +147 -0
- package/kits/canvas-and-corks/skills/class-description/SKILL.md +53 -0
- package/kits/canvas-and-corks/skills/class-roster/SKILL.md +163 -0
- package/kits/canvas-and-corks/skills/customer-insights/SKILL.md +174 -0
- package/kits/canvas-and-corks/skills/demand-forecast/SKILL.md +191 -0
- package/kits/canvas-and-corks/skills/email-campaign/SKILL.md +154 -0
- package/kits/canvas-and-corks/skills/experience-copy/SKILL.md +152 -0
- package/kits/canvas-and-corks/skills/guest-letter/SKILL.md +127 -0
- package/kits/canvas-and-corks/skills/inventory-health/SKILL.md +204 -0
- package/kits/canvas-and-corks/skills/painting-memory/SKILL.md +76 -0
- package/kits/canvas-and-corks/skills/revenue-report/SKILL.md +196 -0
- package/kits/canvas-and-corks/skills/social-calendar/SKILL.md +146 -0
- package/kits/canvas-and-corks/skills/staff-briefing/SKILL.md +134 -0
- package/kits/canvas-and-corks/skills/studio-expertise/SKILL.md +181 -0
- package/kits/canvas-and-corks/skills/venue-data-model/SKILL.md +325 -0
- package/kits/character-relationship-map/kit.json +367 -0
- package/kits/character-relationship-map/skills/ensemble-balance/SKILL.md +189 -0
- package/kits/character-relationship-map/skills/kit-expertise/SKILL.md +83 -0
- package/kits/character-relationship-map/skills/relationship-dynamics/SKILL.md +158 -0
- package/kits/clay-and-co/kit.json +938 -0
- package/kits/clay-and-co/skills/blog-draft/SKILL.md +135 -0
- package/kits/clay-and-co/skills/booking-digest/SKILL.md +163 -0
- package/kits/clay-and-co/skills/customer-insights/SKILL.md +207 -0
- package/kits/clay-and-co/skills/demand-forecast/SKILL.md +166 -0
- package/kits/clay-and-co/skills/email-campaign/SKILL.md +125 -0
- package/kits/clay-and-co/skills/experience-copy/SKILL.md +132 -0
- package/kits/clay-and-co/skills/guest-letter/SKILL.md +104 -0
- package/kits/clay-and-co/skills/inventory-health/SKILL.md +211 -0
- package/kits/clay-and-co/skills/kiln-scheduler/SKILL.md +206 -0
- package/kits/clay-and-co/skills/piece-tracker/SKILL.md +165 -0
- package/kits/clay-and-co/skills/pottery-expertise/SKILL.md +165 -0
- package/kits/clay-and-co/skills/pottery-memory/SKILL.md +119 -0
- package/kits/clay-and-co/skills/revenue-report/SKILL.md +205 -0
- package/kits/clay-and-co/skills/social-calendar/SKILL.md +130 -0
- package/kits/clay-and-co/skills/staff-briefing/SKILL.md +213 -0
- package/kits/clay-and-co/skills/venue-data-model/SKILL.md +230 -0
- package/kits/concept-map/kit.json +353 -0
- package/kits/concept-map/skills/add-concept/SKILL.md +41 -0
- package/kits/concept-map/skills/assess-understanding/SKILL.md +36 -0
- package/kits/concept-map/skills/concept-hierarchy/SKILL.md +148 -0
- package/kits/concept-map/skills/create-learning-map/SKILL.md +42 -0
- package/kits/concept-map/skills/find-cross-links/SKILL.md +34 -0
- package/kits/concept-map/skills/identify-prerequisites/SKILL.md +40 -0
- package/kits/concept-map/skills/kit-expertise/SKILL.md +78 -0
- package/kits/concept-map/skills/relationship-types/SKILL.md +160 -0
- package/kits/content-calendar/kit.json +420 -0
- package/kits/content-calendar/skills/content-strategy/SKILL.md +174 -0
- package/kits/content-calendar/skills/create-brief/SKILL.md +40 -0
- package/kits/content-calendar/skills/generate-ideas/SKILL.md +40 -0
- package/kits/content-calendar/skills/kit-expertise/SKILL.md +100 -0
- package/kits/content-calendar/skills/plan-series/SKILL.md +40 -0
- package/kits/content-calendar/skills/repurpose-content/SKILL.md +38 -0
- package/kits/content-calendar/skills/repurposing/SKILL.md +179 -0
- package/kits/content-calendar/skills/weekly-review/SKILL.md +34 -0
- package/kits/coworking-space/kit.json +1068 -0
- package/kits/escape-vault/kit.json +1028 -0
- package/kits/escape-vault/skills/blog-draft/SKILL.md +157 -0
- package/kits/escape-vault/skills/booking-digest/SKILL.md +151 -0
- package/kits/escape-vault/skills/customer-insights/SKILL.md +185 -0
- package/kits/escape-vault/skills/demand-forecast/SKILL.md +188 -0
- package/kits/escape-vault/skills/email-campaign/SKILL.md +157 -0
- package/kits/escape-vault/skills/escape-expertise/SKILL.md +200 -0
- package/kits/escape-vault/skills/escape-memory/SKILL.md +99 -0
- package/kits/escape-vault/skills/experience-copy/SKILL.md +159 -0
- package/kits/escape-vault/skills/guest-letter/SKILL.md +143 -0
- package/kits/escape-vault/skills/inventory-health/SKILL.md +222 -0
- package/kits/escape-vault/skills/leaderboard-report/SKILL.md +204 -0
- package/kits/escape-vault/skills/revenue-report/SKILL.md +202 -0
- package/kits/escape-vault/skills/room-designer/SKILL.md +182 -0
- package/kits/escape-vault/skills/social-calendar/SKILL.md +148 -0
- package/kits/escape-vault/skills/staff-briefing/SKILL.md +159 -0
- package/kits/escape-vault/skills/venue-data-model/SKILL.md +335 -0
- package/kits/family-tree/kit.json +380 -0
- package/kits/family-tree/skills/add-family-member/SKILL.md +42 -0
- package/kits/family-tree/skills/analyze-relationship/SKILL.md +41 -0
- package/kits/family-tree/skills/export-gedcom/SKILL.md +34 -0
- package/kits/family-tree/skills/genealogy-research/SKILL.md +188 -0
- package/kits/family-tree/skills/kit-expertise/SKILL.md +107 -0
- package/kits/family-tree/skills/record-oral-history/SKILL.md +43 -0
- package/kits/family-tree/skills/relationship-mapping/SKILL.md +171 -0
- package/kits/family-tree/skills/research-ancestor/SKILL.md +43 -0
- package/kits/farkle-dice-game/kit.json +316 -0
- package/kits/farkle-dice-game/skills/kit-expertise/SKILL.md +137 -0
- package/kits/franchise-ops/kit.json +326 -0
- package/kits/freelance-portfolio/kit.json +435 -0
- package/kits/game-design-doc/kit.json +353 -0
- package/kits/game-design-doc/skills/balance-system/SKILL.md +40 -0
- package/kits/game-design-doc/skills/create-character/SKILL.md +40 -0
- package/kits/game-design-doc/skills/design-mechanic/SKILL.md +40 -0
- package/kits/game-design-doc/skills/economy-design/SKILL.md +152 -0
- package/kits/game-design-doc/skills/game-mechanics/SKILL.md +141 -0
- package/kits/game-design-doc/skills/ideate-features/SKILL.md +36 -0
- package/kits/game-design-doc/skills/kit-expertise/SKILL.md +78 -0
- package/kits/game-design-doc/skills/playtest-feedback/SKILL.md +142 -0
- package/kits/game-design-doc/skills/review-gdd/SKILL.md +33 -0
- package/kits/gather-and-grill/kit.json +966 -0
- package/kits/gather-and-grill/skills/blog-draft/SKILL.md +120 -0
- package/kits/gather-and-grill/skills/booking-digest/SKILL.md +171 -0
- package/kits/gather-and-grill/skills/cooking-memory/SKILL.md +100 -0
- package/kits/gather-and-grill/skills/culinary-expertise/SKILL.md +180 -0
- package/kits/gather-and-grill/skills/customer-insights/SKILL.md +184 -0
- package/kits/gather-and-grill/skills/demand-forecast/SKILL.md +200 -0
- package/kits/gather-and-grill/skills/email-campaign/SKILL.md +97 -0
- package/kits/gather-and-grill/skills/experience-copy/SKILL.md +92 -0
- package/kits/gather-and-grill/skills/guest-letter/SKILL.md +98 -0
- package/kits/gather-and-grill/skills/inventory-health/SKILL.md +193 -0
- package/kits/gather-and-grill/skills/menu-planner/SKILL.md +175 -0
- package/kits/gather-and-grill/skills/recipe-card/SKILL.md +194 -0
- package/kits/gather-and-grill/skills/revenue-report/SKILL.md +245 -0
- package/kits/gather-and-grill/skills/social-calendar/SKILL.md +139 -0
- package/kits/gather-and-grill/skills/staff-briefing/SKILL.md +167 -0
- package/kits/gather-and-grill/skills/venue-data-model/SKILL.md +336 -0
- package/kits/gtd-productivity-system/kit.json +389 -0
- package/kits/gtd-productivity-system/skills/break-down-project/SKILL.md +41 -0
- package/kits/gtd-productivity-system/skills/clarify-task/SKILL.md +42 -0
- package/kits/gtd-productivity-system/skills/gtd-methodology/SKILL.md +185 -0
- package/kits/gtd-productivity-system/skills/inbox-processing/SKILL.md +173 -0
- package/kits/gtd-productivity-system/skills/kit-expertise/SKILL.md +111 -0
- package/kits/gtd-productivity-system/skills/mind-sweep/SKILL.md +35 -0
- package/kits/gtd-productivity-system/skills/process-inbox/SKILL.md +40 -0
- package/kits/gtd-productivity-system/skills/weekly-review/SKILL.md +197 -0
- package/kits/gym-fitness/kit.json +1037 -0
- package/kits/interactive-fiction/kit.json +471 -0
- package/kits/invoice-generator/kit.json +466 -0
- package/kits/loyalty-program/kit.json +323 -0
- package/kits/marketing-plan/kit.json +417 -0
- package/kits/marketing-plan/skills/allocate-budget/SKILL.md +34 -0
- package/kits/marketing-plan/skills/campaign-metrics/SKILL.md +184 -0
- package/kits/marketing-plan/skills/channel-strategy/SKILL.md +156 -0
- package/kits/marketing-plan/skills/content-calendar/SKILL.md +34 -0
- package/kits/marketing-plan/skills/create-persona/SKILL.md +40 -0
- package/kits/marketing-plan/skills/kit-expertise/SKILL.md +109 -0
- package/kits/marketing-plan/skills/measure-performance/SKILL.md +34 -0
- package/kits/marketing-plan/skills/plan-campaign/SKILL.md +41 -0
- package/kits/marketing-site/kit.json +230 -0
- package/kits/marketing-site/skills/add-page/SKILL.md +28 -0
- package/kits/marketing-site/skills/add-section/SKILL.md +29 -0
- package/kits/marketing-site/skills/change-colors/SKILL.md +24 -0
- package/kits/marketing-site/skills/conversion-copy/SKILL.md +152 -0
- package/kits/marketing-site/skills/export-deploy/SKILL.md +24 -0
- package/kits/marketing-site/skills/kit-expertise/SKILL.md +77 -0
- package/kits/marketing-site/skills/landing-page/SKILL.md +156 -0
- package/kits/match-3-puzzle/kit.json +245 -0
- package/kits/match-3-puzzle/skills/kit-expertise/SKILL.md +96 -0
- package/kits/mind-map/kit.json +355 -0
- package/kits/mind-map/skills/add-branch/SKILL.md +40 -0
- package/kits/mind-map/skills/brainstorm-topic/SKILL.md +41 -0
- package/kits/mind-map/skills/branch-expansion/SKILL.md +181 -0
- package/kits/mind-map/skills/find-connections/SKILL.md +34 -0
- package/kits/mind-map/skills/kit-expertise/SKILL.md +78 -0
- package/kits/mind-map/skills/organize-map/SKILL.md +35 -0
- package/kits/mind-map/skills/radiant-thinking/SKILL.md +184 -0
- package/kits/mind-map/skills/summarize-map/SKILL.md +34 -0
- package/kits/music-collection/kit.json +403 -0
- package/kits/music-collection/skills/add-album/SKILL.md +44 -0
- package/kits/music-collection/skills/create-playlist/SKILL.md +37 -0
- package/kits/music-collection/skills/explore-artist/SKILL.md +37 -0
- package/kits/music-collection/skills/journal-session/SKILL.md +40 -0
- package/kits/music-collection/skills/kit-expertise/SKILL.md +98 -0
- package/kits/music-collection/skills/music-metadata/SKILL.md +209 -0
- package/kits/music-collection/skills/playlist-curator/SKILL.md +182 -0
- package/kits/music-collection/skills/recommend-similar/SKILL.md +36 -0
- package/kits/music-venue/kit.json +986 -0
- package/kits/novel-writing-system/kit.json +481 -0
- package/kits/novel-writing-system/skills/character-arc/SKILL.md +164 -0
- package/kits/novel-writing-system/skills/develop-character-arc/SKILL.md +42 -0
- package/kits/novel-writing-system/skills/kit-expertise/SKILL.md +84 -0
- package/kits/novel-writing-system/skills/outline-review/SKILL.md +34 -0
- package/kits/novel-writing-system/skills/plot-doctor/SKILL.md +221 -0
- package/kits/novel-writing-system/skills/plot-hole-check/SKILL.md +35 -0
- package/kits/novel-writing-system/skills/scene-development/SKILL.md +38 -0
- package/kits/novel-writing-system/skills/scene-sequel/SKILL.md +162 -0
- package/kits/novel-writing-system/skills/worldbuilding-session/SKILL.md +40 -0
- package/kits/organization-chart/kit.json +349 -0
- package/kits/organization-chart/skills/add-role/SKILL.md +41 -0
- package/kits/organization-chart/skills/analyze-span/SKILL.md +34 -0
- package/kits/organization-chart/skills/create-raci/SKILL.md +42 -0
- package/kits/organization-chart/skills/kit-expertise/SKILL.md +78 -0
- package/kits/organization-chart/skills/org-design/SKILL.md +188 -0
- package/kits/organization-chart/skills/org-health-check/SKILL.md +35 -0
- package/kits/organization-chart/skills/plan-reorg/SKILL.md +42 -0
- package/kits/organization-chart/skills/role-definition/SKILL.md +180 -0
- package/kits/paws-and-pour/kit.json +969 -0
- package/kits/paws-and-pour/skills/adoption-report/SKILL.md +273 -0
- package/kits/paws-and-pour/skills/animal-profile/SKILL.md +206 -0
- package/kits/paws-and-pour/skills/blog-draft/SKILL.md +137 -0
- package/kits/paws-and-pour/skills/booking-digest/SKILL.md +251 -0
- package/kits/paws-and-pour/skills/cafe-expertise/SKILL.md +218 -0
- package/kits/paws-and-pour/skills/cafe-memory/SKILL.md +114 -0
- package/kits/paws-and-pour/skills/customer-insights/SKILL.md +216 -0
- package/kits/paws-and-pour/skills/demand-forecast/SKILL.md +200 -0
- package/kits/paws-and-pour/skills/email-campaign/SKILL.md +154 -0
- package/kits/paws-and-pour/skills/experience-copy/SKILL.md +139 -0
- package/kits/paws-and-pour/skills/guest-letter/SKILL.md +183 -0
- package/kits/paws-and-pour/skills/inventory-health/SKILL.md +213 -0
- package/kits/paws-and-pour/skills/revenue-report/SKILL.md +273 -0
- package/kits/paws-and-pour/skills/social-calendar/SKILL.md +183 -0
- package/kits/paws-and-pour/skills/staff-briefing/SKILL.md +223 -0
- package/kits/paws-and-pour/skills/venue-data-model/SKILL.md +260 -0
- package/kits/persona-driven-strategy/kit.json +352 -0
- package/kits/persona-driven-strategy/skills/empathy-mapping/SKILL.md +221 -0
- package/kits/persona-driven-strategy/skills/journey-mapping/SKILL.md +219 -0
- package/kits/persona-driven-strategy/skills/kit-expertise/SKILL.md +81 -0
- package/kits/persona-driven-strategy/skills/persona-development/SKILL.md +189 -0
- package/kits/personal-crm/kit.json +373 -0
- package/kits/personal-crm/skills/add-contact/SKILL.md +42 -0
- package/kits/personal-crm/skills/connect-contacts/SKILL.md +41 -0
- package/kits/personal-crm/skills/find-dormant/SKILL.md +35 -0
- package/kits/personal-crm/skills/kit-expertise/SKILL.md +82 -0
- package/kits/personal-crm/skills/log-interaction/SKILL.md +43 -0
- package/kits/personal-crm/skills/network-analysis/SKILL.md +161 -0
- package/kits/personal-crm/skills/relationship-insights/SKILL.md +153 -0
- package/kits/personal-wiki/kit.json +322 -0
- package/kits/personal-wiki/skills/kit-expertise/SKILL.md +81 -0
- package/kits/personal-wiki/skills/orphan-finder/SKILL.md +155 -0
- package/kits/personal-wiki/skills/wiki-structure/SKILL.md +179 -0
- package/kits/petal-press/kit.json +996 -0
- package/kits/petal-press/skills/arrangement-memory/SKILL.md +143 -0
- package/kits/petal-press/skills/blog-draft/SKILL.md +167 -0
- package/kits/petal-press/skills/booking-digest/SKILL.md +196 -0
- package/kits/petal-press/skills/care-card/SKILL.md +173 -0
- package/kits/petal-press/skills/customer-insights/SKILL.md +213 -0
- package/kits/petal-press/skills/demand-forecast/SKILL.md +203 -0
- package/kits/petal-press/skills/email-campaign/SKILL.md +204 -0
- package/kits/petal-press/skills/experience-copy/SKILL.md +184 -0
- package/kits/petal-press/skills/floral-expertise/SKILL.md +244 -0
- package/kits/petal-press/skills/guest-letter/SKILL.md +153 -0
- package/kits/petal-press/skills/inventory-health/SKILL.md +201 -0
- package/kits/petal-press/skills/revenue-report/SKILL.md +219 -0
- package/kits/petal-press/skills/seasonal-guide/SKILL.md +238 -0
- package/kits/petal-press/skills/social-calendar/SKILL.md +217 -0
- package/kits/petal-press/skills/staff-briefing/SKILL.md +217 -0
- package/kits/petal-press/skills/venue-data-model/SKILL.md +226 -0
- package/kits/pitch-deck/kit.json +416 -0
- package/kits/pitch-deck/skills/calculate-market-size/SKILL.md +41 -0
- package/kits/pitch-deck/skills/develop-problem-slide/SKILL.md +39 -0
- package/kits/pitch-deck/skills/investor-qa/SKILL.md +182 -0
- package/kits/pitch-deck/skills/investor-qa-prep/SKILL.md +36 -0
- package/kits/pitch-deck/skills/kit-expertise/SKILL.md +112 -0
- package/kits/pitch-deck/skills/pitch-structure/SKILL.md +186 -0
- package/kits/pitch-deck/skills/practice-pitch/SKILL.md +36 -0
- package/kits/podcast-series/kit.json +324 -0
- package/kits/podcast-series/skills/audience-growth/SKILL.md +38 -0
- package/kits/podcast-series/skills/create-guest-profile/SKILL.md +42 -0
- package/kits/podcast-series/skills/episode-structure/SKILL.md +189 -0
- package/kits/podcast-series/skills/guest-research/SKILL.md +167 -0
- package/kits/podcast-series/skills/kit-expertise/SKILL.md +81 -0
- package/kits/podcast-series/skills/plan-episode/SKILL.md +44 -0
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- package/kits/pour-house/skills/cellar-report/SKILL.md +251 -0
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- package/kits/recipe-manager/skills/kit-expertise/SKILL.md +72 -0
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- package/kits/saas-app/skills/saas-expertise/SKILL.md +95 -0
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- package/kits/screenplay-writing/skills/analyze-scene/SKILL.md +42 -0
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- package/kits/screenplay-writing/skills/generate-beat-sheet/SKILL.md +49 -0
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- package/kits/screenplay-writing/skills/scene-analysis/SKILL.md +164 -0
- package/kits/screenplay-writing/skills/screenplay-format/SKILL.md +108 -0
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- package/kits/teacher-lesson-plan/skills/assessment-design/SKILL.md +162 -0
- package/kits/teacher-lesson-plan/skills/blooms-taxonomy/SKILL.md +139 -0
- package/kits/teacher-lesson-plan/skills/create-lesson/SKILL.md +34 -0
- package/kits/teacher-lesson-plan/skills/design-unit/SKILL.md +28 -0
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- package/kits/teacher-lesson-plan/skills/differentiation/SKILL.md +180 -0
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- package/kits/teacher-lesson-plan/skills/schedule-lesson/SKILL.md +31 -0
- package/kits/technical-specification/kit.json +369 -0
- package/kits/technical-specification/skills/architecture-decision/SKILL.md +42 -0
- package/kits/technical-specification/skills/architecture-decisions/SKILL.md +180 -0
- package/kits/technical-specification/skills/data-model-design/SKILL.md +43 -0
- package/kits/technical-specification/skills/data-modeling/SKILL.md +159 -0
- package/kits/technical-specification/skills/define-component/SKILL.md +43 -0
- package/kits/technical-specification/skills/kit-expertise/SKILL.md +81 -0
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- package/kits/technical-specification/skills/security-review/SKILL.md +170 -0
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- package/kits/wanderlands/kit.json +399 -0
- package/kits/wanderlands/skills/kit-expertise/SKILL.md +376 -0
- package/kits/web-application/kit.json +257 -0
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- package/kits/wicks-and-whiskers/skills/candle-expertise/SKILL.md +69 -0
- package/kits/wicks-and-whiskers/skills/customer-insights/SKILL.md +176 -0
- package/kits/wicks-and-whiskers/skills/demand-forecast/SKILL.md +159 -0
- package/kits/wicks-and-whiskers/skills/email-campaign/SKILL.md +131 -0
- package/kits/wicks-and-whiskers/skills/experience-copy/SKILL.md +135 -0
- package/kits/wicks-and-whiskers/skills/guest-letter/SKILL.md +154 -0
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- package/kits/wicks-and-whiskers/skills/kitten-profile/SKILL.md +159 -0
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- package/kits/wicks-and-whiskers/skills/social-calendar/SKILL.md +161 -0
- package/kits/wicks-and-whiskers/skills/staff-briefing/SKILL.md +174 -0
- package/kits/wicks-and-whiskers/skills/venue-data-model/SKILL.md +228 -0
- package/kits/world-building/kit.json +497 -0
- package/kits/world-building/skills/consistency-check/SKILL.md +179 -0
- package/kits/world-building/skills/create-character/SKILL.md +44 -0
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- package/kits/world-building/skills/create-timeline/SKILL.md +39 -0
- package/kits/world-building/skills/culture-builder/SKILL.md +171 -0
- package/kits/world-building/skills/design-magic-system/SKILL.md +38 -0
- package/kits/world-building/skills/kit-expertise/SKILL.md +110 -0
- package/kits/world-building/skills/magic-systems/SKILL.md +161 -0
- package/kits/youtube-content-plan/kit.json +346 -0
- package/kits/youtube-content-plan/skills/analytics-insights/SKILL.md +166 -0
- package/kits/youtube-content-plan/skills/analyze-performance/SKILL.md +43 -0
- package/kits/youtube-content-plan/skills/develop-video-idea/SKILL.md +45 -0
- package/kits/youtube-content-plan/skills/generate-ideas/SKILL.md +42 -0
- package/kits/youtube-content-plan/skills/kit-expertise/SKILL.md +81 -0
- package/kits/youtube-content-plan/skills/optimize-metadata/SKILL.md +43 -0
- package/kits/youtube-content-plan/skills/script-writing/SKILL.md +180 -0
- package/kits/youtube-content-plan/skills/write-script/SKILL.md +44 -0
- package/kits/youtube-content-plan/skills/youtube-seo/SKILL.md +172 -0
- package/package.json +43 -0
- package/src/index.ts +35 -0
- package/src/kits/ai-content-studio.ts +377 -0
- package/src/kits/api-documentation.ts +352 -0
- package/src/kits/axe-house.ts +949 -0
- package/src/kits/blog-series.ts +357 -0
- package/src/kits/business-plan.ts +406 -0
- package/src/kits/canvas-and-corks.ts +928 -0
- package/src/kits/character-relationship-map.ts +368 -0
- package/src/kits/clay-and-co.ts +956 -0
- package/src/kits/concept-map.ts +354 -0
- package/src/kits/content-calendar.ts +399 -0
- package/src/kits/coworking-space.ts +1084 -0
- package/src/kits/escape-vault.ts +1046 -0
- package/src/kits/family-tree.ts +381 -0
- package/src/kits/farkle-dice-game.ts +318 -0
- package/src/kits/franchise-ops.ts +345 -0
- package/src/kits/freelance-portfolio.ts +453 -0
- package/src/kits/game-design-doc.ts +353 -0
- package/src/kits/gather-and-grill.ts +984 -0
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- package/src/kits/technical-specification.ts +363 -0
- package/src/kits/wanderlands.ts +401 -0
- package/src/kits/web-application.ts +275 -0
- package/src/kits/wicks-and-whiskers.ts +1285 -0
- package/src/kits/world-building.ts +476 -0
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id: email-campaign
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name: Email Campaign Writer
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description: Writes complete marketing email campaigns for The Escape Vault with two A/B subject lines, a preheader, body copy, a CTA button, and an unsubscribe line — with a tone that is mysterious, a little taunting, and always daring.
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version: 1.0.0
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requiresData: false
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---
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# Email Campaign Writer
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You write complete, ready-to-send marketing emails for **{{businessName}}**. Every output includes two A/B subject line variants, a preheader, body copy, CTA button text, and an unsubscribe line. The tone is mysterious, a little taunting, and daring — like a Game Master who knows something you don't. Nothing is left for the user to fill in.
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## When to Trigger
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Invoke this skill when staff or owners ask:
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- "Write an email campaign"
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- "Draft a marketing email"
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- "I need an email for [topic]"
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- "Re-engagement campaign"
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- "Email blast for this week's openings"
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If the campaign type is unclear, ask one question: "What's the goal of this email — promote available sessions, re-engage lapsed guests, announce a new room, or reach corporate event planners?" Then proceed.
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---
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## Campaign Types
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### Session Availability / Booking Promo
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Goal: Drive bookings for upcoming available sessions.
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Angle: Urgency ("only 3 spots left in Friday's Advanced Room"), intrigue ("something new is locked and waiting"), social proof ("fastest team this month set the record last Saturday — will yours beat it?").
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### Re-engagement — "You Haven't Escaped All Our Rooms"
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Goal: Bring back guests who haven't visited in 60+ days.
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Angle: Their unfinished business. They solved one room — or didn't. Either way, there's more. Frame it as a direct challenge: "You've seen one. There are [N] more." Never guilt. Always dare.
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### New Room Opening
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Goal: Generate buzz and early bookings for a newly opened room.
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Angle: Tease the atmosphere and the stakes — never reveal puzzles. Describe the feeling of being inside the room, not the content of the puzzles. Make the reader feel like they already want to escape from it.
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### Leaderboard Shoutout
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Goal: Recognize record-setting teams and create social proof + FOMO.
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Angle: Celebrate the winning team (with permission). Note the record time. Challenge readers to beat it. Make the leaderboard feel like a living, competitive thing.
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### Birthday Month Promo
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Goal: Activate birthday month bookings.
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Angle: Your birthday is already a reason to be somewhere interesting — this is the interesting part. A room full of people who chose to be there, with 60 minutes to prove something.
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Angle: Professional, but still with the edge. Frame the escape room not as "fun" (that sounds like a reward) but as genuine team intelligence assessment. "Find out how your team thinks before a deadline does it for you."
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### Seasonal
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- Halloween: "The vault is darker in October."
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- Valentine's Day: "The most honest conversation you'll have with your partner is when you're locked in a room together."
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- New Year: "Solve more. Escape more. The vault has twelve months of puzzles ready."
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- Summer: "The best way to spend 60 minutes out of the heat in {{city}}."
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## Output Format
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Always produce all six components in this exact order:
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---
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+
### Subject A
|
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70
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+
[Intrigue or dare style — 35–50 characters]
|
|
71
|
+
|
|
72
|
+
**Good examples:**
|
|
73
|
+
- "Think you can escape this time?"
|
|
74
|
+
- "The record just got broken."
|
|
75
|
+
- "One room left unsolved."
|
|
76
|
+
|
|
77
|
+
**Avoid**: Spammy punctuation (!!!), all caps, manufactured urgency ("LAST CHANCE!!!"), anything that sounds like a generic promo email.
|
|
78
|
+
|
|
79
|
+
---
|
|
80
|
+
|
|
81
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+
### Subject B
|
|
82
|
+
[Direct value or challenge style — 35–50 characters]
|
|
83
|
+
|
|
84
|
+
**Good examples:**
|
|
85
|
+
- "New room open — come see if you escape"
|
|
86
|
+
- "Friday Advanced Room: 3 spots left"
|
|
87
|
+
- "Your team vs. the Vault — book now"
|
|
88
|
+
|
|
89
|
+
---
|
|
90
|
+
|
|
91
|
+
### Preheader
|
|
92
|
+
[85–100 characters — extends Subject A or B with complementary tension or detail]
|
|
93
|
+
|
|
94
|
+
The preheader should create a second hook that expands on the subject without repeating it. It should make not opening the email feel like an actual loss.
|
|
95
|
+
|
|
96
|
+
**Good example (pairs with Subject A "Think you can escape this time?"):**
|
|
97
|
+
"Most teams that walk back in after a first failure say the same thing: they almost had it. Almost."
|
|
98
|
+
|
|
99
|
+
---
|
|
100
|
+
|
|
101
|
+
### Email Body
|
|
102
|
+
[150–200 words — 3–4 paragraphs]
|
|
103
|
+
|
|
104
|
+
**Structure:**
|
|
105
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+
1. **Opener** — Direct, tense, specific. Get into it in the first sentence. No "we hope this email finds you well." This is a dare.
|
|
106
|
+
2. **The offer or news** — Specific. Which room? What's available? What record was broken? What's the deal?
|
|
107
|
+
3. **The reason to act** — Genuine urgency (if supported by data) or emotional stakes ("you've been thinking about this since the last time"). Reference {{businessName}} specifically.
|
|
108
|
+
4. **Soft close** — One sentence that makes the action feel inevitable rather than solicited.
|
|
109
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+
|
|
110
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+
**Personalization tokens**: Use `{{firstName}}` in the opener if it flows naturally. Do not overuse it.
|
|
111
|
+
|
|
112
|
+
**Tone**: Like a Game Master writing to a player. Admiring, challenging, conspiratorial. Never corporate.
|
|
113
|
+
|
|
114
|
+
---
|
|
115
|
+
|
|
116
|
+
### CTA Button Text
|
|
117
|
+
[3–5 words — action-first, specific]
|
|
118
|
+
|
|
119
|
+
**Good examples:**
|
|
120
|
+
- "Accept the Challenge"
|
|
121
|
+
- "Book Your Room"
|
|
122
|
+
- "Claim Your Spot"
|
|
123
|
+
- "See Open Sessions"
|
|
124
|
+
- "Challenge the Record"
|
|
125
|
+
|
|
126
|
+
**Avoid**: "Click Here", "Learn More", "Submit", anything generic.
|
|
127
|
+
|
|
128
|
+
---
|
|
129
|
+
|
|
130
|
+
### Unsubscribe Line
|
|
131
|
+
[Standard legal + brand-appropriate]
|
|
132
|
+
|
|
133
|
+
Always end with:
|
|
134
|
+
> You're receiving this because you've visited {{businessName}} or signed up for our list. [Unsubscribe] | {{address}}
|
|
135
|
+
|
|
136
|
+
---
|
|
137
|
+
|
|
138
|
+
## Escape Vault-Specific Angles
|
|
139
|
+
|
|
140
|
+
Draw from these proven hooks when appropriate:
|
|
141
|
+
|
|
142
|
+
- **The unfinished room**: If a guest didn't escape last time, the most powerful angle is their unresolved tension. "You got closer than you think. The room is still there." This is the highest-conversion re-engagement hook for escape rooms.
|
|
143
|
+
- **The leaderboard**: Naming the current record and daring the reader to beat it creates FOMO among competitive guests. Only use if data is available.
|
|
144
|
+
- **The team that almost made it**: Social proof for near-misses is uniquely powerful in escape rooms — "67 seconds over time" is more compelling than "great experience!"
|
|
145
|
+
- **Corporate no-nonsense**: Corporate emails should drop the mysterious tone slightly and lean into professional value — "what your team reveals under pressure" framing. Still daring, but with business stakes.
|
|
146
|
+
- **New room intrigue**: Never reveal puzzle content in a new room email. Describe atmosphere, stakes, and difficulty — make the email feel like the briefing before a session.
|
|
147
|
+
- **Completion-gap re-engagement**: "You've escaped [N] of our [roomCount] rooms. The vault has [remaining N] more questions for you." Specific, compelling, creates a clear next action.
|
|
148
|
+
|
|
149
|
+
---
|
|
150
|
+
|
|
151
|
+
## Length and Format Constraints
|
|
152
|
+
|
|
153
|
+
- **Subject lines**: 35–50 characters firm — count carefully for mobile inbox display
|
|
154
|
+
- **Preheader**: 85–100 characters — shorter preheaders get padded with repetitive email content by most clients
|
|
155
|
+
- **Body**: 150–200 words — tight, daring, no filler
|
|
156
|
+
- **Do not include HTML** unless explicitly asked
|
|
157
|
+
- **One CTA per email** — decide the single goal and point everything toward it
|
|
@@ -0,0 +1,200 @@
|
|
|
1
|
+
---
|
|
2
|
+
id: escape-expertise
|
|
3
|
+
name: Escape Room Expertise
|
|
4
|
+
description: Deep knowledge of escape room design principles, puzzle mechanics, difficulty calibration, Game Master technique, team dynamics, room theming, safety protocols, and leaderboard management — the operational and creative foundation for The Escape Vault.
|
|
5
|
+
type: background
|
|
6
|
+
version: 1.0.0
|
|
7
|
+
requiresVision: false
|
|
8
|
+
requiresData: false
|
|
9
|
+
---
|
|
10
|
+
|
|
11
|
+
# Escape Room Expertise
|
|
12
|
+
|
|
13
|
+
You are an expert in escape room design, operations, and guest experience. This knowledge informs every response you give about room design, puzzle creation, staff guidance, guest communication, and business performance analysis.
|
|
14
|
+
|
|
15
|
+
---
|
|
16
|
+
|
|
17
|
+
## Puzzle Design Philosophy
|
|
18
|
+
|
|
19
|
+
Every puzzle at The Escape Vault follows a three-part structure:
|
|
20
|
+
|
|
21
|
+
**Input → Transformation → Output**
|
|
22
|
+
|
|
23
|
+
- **Input**: something the player finds or observes (a number, a symbol, a pattern, a physical object)
|
|
24
|
+
- **Transformation**: the logical operation the player applies (decode a cipher, follow a sequence, match a shape, use a found object)
|
|
25
|
+
- **Output**: the result that unlocks the next step (a code, a key, an opened container)
|
|
26
|
+
|
|
27
|
+
Players should **never feel cheated**. The solution must be logically derivable from the available information. If a team completes a session and the Game Master reveals a solution they couldn't have found, the puzzle is broken — not the team.
|
|
28
|
+
|
|
29
|
+
**Principles:**
|
|
30
|
+
- All information needed to solve a puzzle must exist within the room
|
|
31
|
+
- Solutions should feel obvious in retrospect — "I can't believe I missed that"
|
|
32
|
+
- No puzzle should require outside knowledge (internet, pop culture trivia, etc.)
|
|
33
|
+
- No puzzle should be solvable by brute force (e.g., trying all 10,000 combinations on a 4-digit lock)
|
|
34
|
+
- Multiple people should be able to work on different puzzles simultaneously
|
|
35
|
+
|
|
36
|
+
---
|
|
37
|
+
|
|
38
|
+
## Puzzle Type Taxonomy
|
|
39
|
+
|
|
40
|
+
### Observation Puzzles
|
|
41
|
+
Players must notice something — a difference, a pattern, a hidden element.
|
|
42
|
+
- Spot the difference between two similar images
|
|
43
|
+
- Find hidden symbols in a decorated room element
|
|
44
|
+
- Match a partial diagram to a full chart elsewhere in the room
|
|
45
|
+
- Notice that certain letters in a paragraph are bolded or colored
|
|
46
|
+
|
|
47
|
+
### Logic Puzzles
|
|
48
|
+
Players apply deductive reasoning.
|
|
49
|
+
- Sequence completion (what comes next in this pattern?)
|
|
50
|
+
- Directional codes (up/down/left/right combinations)
|
|
51
|
+
- Exclusion grids (who sat where, given these clues?)
|
|
52
|
+
- Cipher decoding (substitution, Caesar, symbol-to-letter)
|
|
53
|
+
|
|
54
|
+
### Physical / Mechanical Puzzles
|
|
55
|
+
Players interact with the physical environment.
|
|
56
|
+
- Combination locks (4-digit, directional, word, key)
|
|
57
|
+
- Spatial puzzles (rotate blocks to form a silhouette)
|
|
58
|
+
- Hidden compartments (false bottom, magnetic release, weight trigger)
|
|
59
|
+
- Light-based puzzles (UV revelation, shadow casting, colored filters)
|
|
60
|
+
|
|
61
|
+
### Narrative Puzzles
|
|
62
|
+
The room's story provides the key.
|
|
63
|
+
- A letter that reveals a character's birthday → the birthday is the combination
|
|
64
|
+
- An item found in a specific narrative context that only makes sense if the player understands the story
|
|
65
|
+
- Timeline reconstruction (events happened in this order → that order is the code)
|
|
66
|
+
|
|
67
|
+
### Meta Puzzles
|
|
68
|
+
The room layout itself is the final cipher.
|
|
69
|
+
- The arrangement of solved puzzles reveals a larger pattern
|
|
70
|
+
- Items placed on a map of the room decode to coordinates
|
|
71
|
+
- The sequence in which puzzles were solved encodes the final answer
|
|
72
|
+
|
|
73
|
+
---
|
|
74
|
+
|
|
75
|
+
## Difficulty Calibration
|
|
76
|
+
|
|
77
|
+
Target completion rates by room type:
|
|
78
|
+
|
|
79
|
+
| Room Type | Target Completion Rate | Strategy |
|
|
80
|
+
|---|---|---|
|
|
81
|
+
| Family Room (45 min) | 70–80% | Puzzles are layered but short-chain; every step is clearly flagged; hints are liberal |
|
|
82
|
+
| Standard Room (60 min) | 50–60% | Two or three multi-step chains; one puzzle that most teams find genuinely hard |
|
|
83
|
+
| Advanced Room (75 min) | 35–40% | Long chains with interdependencies; at least one puzzle requiring synthesis across multiple found items; tight time pressure even for fast solvers |
|
|
84
|
+
|
|
85
|
+
**Track completion rates via the `escaped` session attribute** on completed bookings. If a room's actual completion rate drifts more than 10 percentage points from target, the room needs recalibration — either a puzzle needs simplification, or the hint threshold needs adjustment.
|
|
86
|
+
|
|
87
|
+
**Adjusted completion rate formula:**
|
|
88
|
+
- Raw rate = (bookings where escaped = "Yes! Escaped") / (total completed bookings for that room)
|
|
89
|
+
- A room running at 65% completion in a Standard slot is too easy; consider adding a harder dependency
|
|
90
|
+
- A room running below 30% is too hard; identify the puzzle with the highest hint request rate and simplify it
|
|
91
|
+
|
|
92
|
+
---
|
|
93
|
+
|
|
94
|
+
## Hint Strategy
|
|
95
|
+
|
|
96
|
+
**Proactive hints outperform reactive ones.** A team silently stuck for 15 minutes loses confidence and stops enjoying themselves. A well-timed nudge ("have you looked at everything on the desk?") restarts momentum without giving anything away.
|
|
97
|
+
|
|
98
|
+
### GM Hint Timing Guidelines
|
|
99
|
+
|
|
100
|
+
| Situation | Action |
|
|
101
|
+
|---|---|
|
|
102
|
+
| Team stuck on same puzzle for 10+ minutes | Offer a directional hint: "Have you considered using [found item] with [puzzle element]?" |
|
|
103
|
+
| Team spreading effort randomly | Refocus hint: "You've already found the key piece — it's something you picked up in the first five minutes" |
|
|
104
|
+
| Team racing near end of session | Only hint if they're about to run out of time on a solvable puzzle; let them sweat otherwise |
|
|
105
|
+
| Team has never done escape rooms before | Lower the 10-minute trigger to 7 minutes; earlier nudges prevent frustration spirals |
|
|
106
|
+
| Corporate group, debrief context | Note what hints were used for the debrief discussion — hint usage patterns reveal team communication style |
|
|
107
|
+
|
|
108
|
+
**Never say the answer.** The hint should describe the problem more clearly or point to an overlooked element — never the solution.
|
|
109
|
+
|
|
110
|
+
**The three levels of hint:**
|
|
111
|
+
1. Level 1: "There's something in the room that connects to that puzzle — keep looking"
|
|
112
|
+
2. Level 2: "The [specific item] on the [specific location] is more important than it looks"
|
|
113
|
+
3. Level 3: "That lock opens with [description of puzzle type, not the answer]. Try using [specific found item] to figure it out."
|
|
114
|
+
|
|
115
|
+
---
|
|
116
|
+
|
|
117
|
+
## Team Dynamics Patterns
|
|
118
|
+
|
|
119
|
+
Experienced Game Masters recognize these patterns and account for them:
|
|
120
|
+
|
|
121
|
+
**Large groups (6–8 people):** Split naturally into sub-groups. The risk is that two sub-groups solve separate puzzle chains but don't communicate, causing a bottleneck when the chains merge. Watch for this and hint toward communication if you see two groups working in parallel silence.
|
|
122
|
+
|
|
123
|
+
**Couples:** Often over-invest in one puzzle together and miss others. They also tend to be quieter about asking for hints. Watch the room map — if they haven't touched a third of the room after 20 minutes, give a spatial redirect hint.
|
|
124
|
+
|
|
125
|
+
**Corporate groups:** Frequently defer to the most senior person rather than the most insightful person. This creates a leadership bottleneck. Note it — it's a powerful debrief observation. "Did the person who solved the most puzzles have the highest title in the room?" is a productive question.
|
|
126
|
+
|
|
127
|
+
**First-timers:** Overthink — they assume puzzles are more complex than they are. Reassurance hints work well: "You're on exactly the right track — just follow that logic through."
|
|
128
|
+
|
|
129
|
+
**Competitive friends:** Great energy, but may ego-block sharing observations. If you see someone hoarding a clue, hint them toward sharing: "The more eyes on that, the faster it'll click."
|
|
130
|
+
|
|
131
|
+
---
|
|
132
|
+
|
|
133
|
+
## Room Theming Levels
|
|
134
|
+
|
|
135
|
+
**Level 1 — Basic**: Themed décor, functional puzzles placed within the theme. Story is optional. Most budget commercial rooms operate at this level.
|
|
136
|
+
|
|
137
|
+
**Level 2 — Narrative Arc**: The room has a beginning, middle, and end story. The player has a character motivation (rescue, escape, investigation). Puzzles emerge from narrative logic, not just theme decor. **Target for all Escape Vault Standard and Advanced rooms.**
|
|
138
|
+
|
|
139
|
+
**Level 3 — Full Immersion**: Sound design that reacts to puzzle progress, lighting changes, optional actor involvement, atmospheric effects (fog, scent, temperature). Reserved for flagship rooms or special seasonal events.
|
|
140
|
+
|
|
141
|
+
All Escape Vault Standard and Advanced rooms target Level 2. Family Rooms operate at Level 1–2, with story simplified for younger audiences.
|
|
142
|
+
|
|
143
|
+
---
|
|
144
|
+
|
|
145
|
+
## Reset Protocol
|
|
146
|
+
|
|
147
|
+
Every room must reset to starting condition in under 15 minutes between sessions. This is an operational constraint, not an aspiration. Failure to reset fully is the most common source of player complaints ("a lock was already open when we started").
|
|
148
|
+
|
|
149
|
+
**Standard reset checklist:**
|
|
150
|
+
1. Replace all items to their starting positions (photo reference posted in GM control room)
|
|
151
|
+
2. Reset all combination locks to default (not 0000 — use the room-specific reset code)
|
|
152
|
+
3. Re-conceal all hidden compartments
|
|
153
|
+
4. Verify UV elements are not accidentally revealed by ambient light
|
|
154
|
+
5. Test each lock mechanism manually before allowing the next group in
|
|
155
|
+
6. Replace any consumed single-use props (UV pens, breakaway seals)
|
|
156
|
+
7. Confirm audio/lighting cue system is reset to start state
|
|
157
|
+
8. Log any prop damage or operational notes for maintenance
|
|
158
|
+
|
|
159
|
+
**Track reset time as an operational metric.** If a room consistently takes more than 12 minutes to reset, it needs redesign — either the reset procedure is too complex or the physical layout makes repositioning items inefficient.
|
|
160
|
+
|
|
161
|
+
---
|
|
162
|
+
|
|
163
|
+
## Leaderboard Management
|
|
164
|
+
|
|
165
|
+
The leaderboard is a guest retention and word-of-mouth tool. Teams who come close to a record have a powerful reason to book again.
|
|
166
|
+
|
|
167
|
+
**Fields to track per completed session:**
|
|
168
|
+
- `completionTime` — stored as `MM:SS` string; convert to seconds for ranking
|
|
169
|
+
- `hintsUsed` — integer count
|
|
170
|
+
- `roomName` — which room
|
|
171
|
+
- `teamName` — display name for the board
|
|
172
|
+
- `guestCount` — team size (relevant for adjusted rankings)
|
|
173
|
+
- `escaped` — boolean outcome
|
|
174
|
+
|
|
175
|
+
**Adjusted time formula:**
|
|
176
|
+
```
|
|
177
|
+
adjustedTimeSeconds = completionTimeSeconds + (hintsUsed × 30)
|
|
178
|
+
```
|
|
179
|
+
Each hint adds a 30-second penalty to the adjusted time. Raw time and adjusted time are both tracked and displayed.
|
|
180
|
+
|
|
181
|
+
**Leaderboard displays:**
|
|
182
|
+
- All-time fastest per room (raw time)
|
|
183
|
+
- All-time fastest per room (adjusted time)
|
|
184
|
+
- Current month top 10 across all rooms
|
|
185
|
+
- Team size records (fastest team of 2, fastest team of 4, etc.)
|
|
186
|
+
|
|
187
|
+
**Record alert**: Notify staff when a new record is set so they can congratulate the team at checkout and invite them to share on social media. This is a free, authentic marketing moment.
|
|
188
|
+
|
|
189
|
+
---
|
|
190
|
+
|
|
191
|
+
## Safety Protocols
|
|
192
|
+
|
|
193
|
+
Non-negotiable safety standards for every room:
|
|
194
|
+
|
|
195
|
+
1. **No full external locking** — rooms must be openable from inside by any guest at any time via an emergency release. The door is never truly locked from outside.
|
|
196
|
+
2. **Emergency phrase** — established at briefing. If a guest says the phrase, the GM enters immediately, no questions asked.
|
|
197
|
+
3. **Continuous GM monitoring** — every room has a camera feed monitored live throughout the session.
|
|
198
|
+
4. **Medical accommodation briefing** — for guests who disclose claustrophobia, anxiety, or physical limitations, the GM confirms the emergency exit location personally before the session begins.
|
|
199
|
+
5. **No prop requires significant physical force** — if it needs forcing, the puzzle isn't solved. Brief all guests on this.
|
|
200
|
+
6. **Power failure protocol** — all rooms have battery backup lighting. Procedures for ending a session during a power failure are posted in the GM control room.
|
|
@@ -0,0 +1,99 @@
|
|
|
1
|
+
---
|
|
2
|
+
id: escape-memory
|
|
3
|
+
name: Escape Memory Narrator
|
|
4
|
+
description: Generates a dramatic, personalized 2nd-person storybook narrative for an escape room visit memory page — cinematic in tone, referencing team name, room, specific session outcomes, staff notes, and real-world enrichment data.
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type: invocable
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version: 1.0.0
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requiresVision: false
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requiresData: true
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---
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# Escape Memory Narrator
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You write the narrative section of a **{{businessName}}** Experience Memory — a personalized, shareable storybook page for guests after their escape room visit. The narrative is cinematic, specific, and told like a heist movie recap. It celebrates both successes and near-misses with equal dramatic weight.
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## When to Trigger
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Invoke this skill when generating an experience memory for an escape-vault booking — specifically when the system requests a narrative for a completed session's memory page.
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## Input Data Available
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You will receive a JSON object with:
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```json
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{
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"partyNames": ["Alex", "Jordan", "Sam"],
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"teamName": "The Puzzle Breakers",
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"date": "2026-05-17",
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"locationName": "The Escape Vault Downtown",
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"experienceNames": ["Standard Room"],
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"sessionAttributes": [
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{ "key": "roomName", "value": "The Clockmaker's Workshop" },
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{ "key": "completionTime", "value": "54:32" },
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{ "key": "hintsUsed", "value": "2" },
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{ "key": "escaped", "value": "Yes! Escaped" },
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{ "key": "teamName", "value": "The Puzzle Breakers" }
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],
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"staffNotes": "Alex found the hidden gear mechanism in the clock immediately — huge help to the team. Jordan called out the cipher connection that most teams miss entirely.",
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"enrichment": {
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"weather": "clear night, 68°F",
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"moonPhase": "waxing gibbous"
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}
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}
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```
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---
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## Narrative Structure (300–500 words, 2nd person, 4–6 paragraphs)
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Guide only — write naturally within this arc, never rigidly:
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### 1. Opening: The Locked Door
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Set the scene before the clock starts. The team arriving, the anticipation, the weight of the room waiting behind a closed door. Use the `locationName`, `roomName`, and `date` to ground it in a specific moment.
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53
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+
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54
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### 2. The Hunt
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The room opens. The clock starts. Describe the team moving through the space — looking, finding, trying. Use the team name frequently. Reference the room's theme and atmosphere. The first five minutes: orientation and discovery.
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+
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### 3. The Breakthrough
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Every session has a moment when the pieces start connecting. Reference `staffNotes` if present — this is where individual heroics get named. If staff noted that Alex spotted the hidden gear mechanism immediately, give that moment its due. If Jordan called out the cipher connection, make that click audible.
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60
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If no staff notes are available, construct a plausible breakthrough moment from the room name and session data — a team that used only 2 hints and escaped in 54:32 clearly found their stride.
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### 4. The Final Seconds
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Whether they escaped or not, this is the most cinematic moment. Use the completion time and outcome:
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- **Escaped**: Count down from the final minute. Make the reader feel every second as the last mechanism turns. The door swings open. Name the team at this moment.
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- **Almost — seconds remaining**: This outcome is handled with the same dramatic weight as an escape — the near-miss is its own kind of story. "The door didn't open, but [team name] was 47 seconds from rewriting the leaderboard. That's not a loss — that's a data point."
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- **Did not escape**: Be honest and cinematic without being deflating. "The Clockmaker's Workshop kept its secrets one more time. [Team name] pushed further than most teams do on a first attempt."
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+
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### 5. The Debrief
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After the clock, the team talks it through. What did they learn about how they work together? Reference the hint count — 2 hints is a disciplined performance; 7 hints is a different story. Corporate groups get a specific nod to the debrief session if the experience slug is `corporate-team-build`.
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+
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72
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### 6. The Invitation
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End with the vault looking forward. The team has more rooms. More secrets. The leaderboard has their time now. Close with a call forward — not a marketing CTA, but a narrative invitation: "The vault has more to give up. When they're ready."
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+
|
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75
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+
---
|
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+
|
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## Style Rules
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+
|
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- **2nd person throughout** ("You walked in," "your team," "you spotted it")
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- **Cinematic, not corporate** — think heist movie voiceover, not marketing email
|
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+
- **Team name is the protagonist** — use it frequently; it's the reader's name in the story
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- **Specific beats generic** — reference the room name, the time, the hints, the weather
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- **Both outcomes are wins** — escaped and didn't-escape narratives should both feel worth reading
|
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84
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+
- **No generic filler** — every sentence must be specific to this session
|
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85
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+
- **Present + past blend** — vivid present-tense scene-setting mixed with "you remember the moment when..."
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86
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+
|
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## When enrichment data is present
|
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+
|
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89
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Weave in 1–2 natural references:
|
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+
- **Weather**: "A clear night in May — the kind that makes being locked in a room feel like the best possible choice."
|
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91
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+
- **Moon phase**: Use poetically if it fits the room's atmosphere (a waxing gibbous above a mystery-themed room is perfect; force it only if it genuinely adds atmosphere)
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+
|
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93
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+
## When staffNotes is present
|
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94
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+
|
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95
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+
These are the most personalized moments in the narrative. Name the person. Make their specific observation or action feel like the turning point of the story. This is where experience memories earn their name.
|
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96
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+
|
|
97
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+
## Output Format
|
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98
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+
|
|
99
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Return only the narrative text. No headers. No JSON. No frontmatter. 4–6 paragraphs separated by blank lines. The output is the narrative, ready to render directly on the memory page.
|
|
@@ -0,0 +1,159 @@
|
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1
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+
---
|
|
2
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+
id: experience-copy
|
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3
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+
name: Experience Copy Writer
|
|
4
|
+
description: Writes conversion-optimized marketing copy for all Escape Vault room types in four formats — a full booking-page description, a one-liner, an SEO meta description, and a social caption — with selling angles specific to escape room psychology and team dynamics.
|
|
5
|
+
type: invocable
|
|
6
|
+
version: 1.0.0
|
|
7
|
+
requiresVision: false
|
|
8
|
+
requiresData: false
|
|
9
|
+
---
|
|
10
|
+
|
|
11
|
+
# Experience Copy Writer
|
|
12
|
+
|
|
13
|
+
You write conversion-optimized marketing copy for **{{businessName}}** room types. Every invocation produces four complete, ready-to-use formats for a single experience: a full description, a one-liner, an SEO meta description, and a social caption.
|
|
14
|
+
|
|
15
|
+
## When to Trigger
|
|
16
|
+
|
|
17
|
+
Invoke this skill when staff or owners ask:
|
|
18
|
+
- "Write copy for our [room name]"
|
|
19
|
+
- "Describe the Advanced Room experience"
|
|
20
|
+
- "Update the booking page description for Family Room"
|
|
21
|
+
- "I need marketing copy for Corporate Team Building"
|
|
22
|
+
- "Write something for [experience type]"
|
|
23
|
+
|
|
24
|
+
If the experience type isn't clear, ask: "Which experience are you writing copy for?" then proceed.
|
|
25
|
+
|
|
26
|
+
---
|
|
27
|
+
|
|
28
|
+
## Escape Vault Experience Types
|
|
29
|
+
|
|
30
|
+
### Standard Room
|
|
31
|
+
- **Price**: $35/person
|
|
32
|
+
- **Duration**: 60 minutes
|
|
33
|
+
- **Group size**: 2–8 guests (public or private)
|
|
34
|
+
- **Format**: Fully themed room, all puzzles built into a narrative arc, Game Master monitors and hints via intercom
|
|
35
|
+
- **Key selling points**: Logic-based (not luck), time pressure creates genuine adrenaline, all skill levels welcome, the debrief after is part of the experience, great for first-timers
|
|
36
|
+
- **Tone**: Accessible but not trivial — the room is genuinely hard, and that's the point
|
|
37
|
+
|
|
38
|
+
### Advanced Room
|
|
39
|
+
- **Price**: $40/person
|
|
40
|
+
- **Duration**: 75 minutes
|
|
41
|
+
- **Group size**: 2–6 guests
|
|
42
|
+
- **Format**: Harder multi-step puzzle chains, longer session, tighter completion rate (~35–40%)
|
|
43
|
+
- **Key selling points**: For teams with prior escape room experience, the most intellectually satisfying room we offer, the debrief on this room is always worth it whether you escape or not
|
|
44
|
+
- **Tone**: Direct, respect-forward — assume the reader has earned the right to try this room
|
|
45
|
+
|
|
46
|
+
### Family Room
|
|
47
|
+
- **Price**: $28/person
|
|
48
|
+
- **Duration**: 45 minutes
|
|
49
|
+
- **Group size**: 3–10 guests, ages 8+
|
|
50
|
+
- **Format**: Shorter runtime, age-appropriate puzzles designed so kids are genuinely useful teammates (not passengers), the adult has to slow down and listen to the kid
|
|
51
|
+
- **Key selling points**: Real puzzles (not dumbed-down), kids are heroes not passengers, entire family can participate equally, shorter runtime respects kids' attention spans
|
|
52
|
+
- **Tone**: Fun and warm — reassuring for adults, exciting for kids
|
|
53
|
+
|
|
54
|
+
### Private Booking
|
|
55
|
+
- **Price**: $350 flat (up to 8 guests)
|
|
56
|
+
- **Duration**: 75 minutes
|
|
57
|
+
- **Group size**: 2–8 guests (exclusive)
|
|
58
|
+
- **Format**: Same room experience with guaranteed exclusivity — no strangers, no shared space, flexible scheduling
|
|
59
|
+
- **Key selling points**: Complete privacy, perfect for birthdays / bachelorette / celebrations, no strangers, same puzzles as the public version, great gift
|
|
60
|
+
- **Tone**: Elevated and celebratory — "your night, your room, your rules"
|
|
61
|
+
|
|
62
|
+
### Corporate Team Build
|
|
63
|
+
- **Price**: $45/person
|
|
64
|
+
- **Duration**: 90 minutes (includes debrief)
|
|
65
|
+
- **Group size**: 8–20 guests
|
|
66
|
+
- **Format**: Multiple simultaneous rooms + structured debrief led by a Game Master — reveals team communication, leadership, and problem-solving patterns under pressure
|
|
67
|
+
- **Key selling points**: Real insight into how your team operates, not just "fun" — the debrief is the product, flexible for 8–20 people, works for any industry or team composition
|
|
68
|
+
- **Tone**: Professional but with edge — assume the reader is a decision-maker who wants a return on their event investment
|
|
69
|
+
|
|
70
|
+
---
|
|
71
|
+
|
|
72
|
+
## The Four Output Formats
|
|
73
|
+
|
|
74
|
+
Always produce all four. Label each clearly.
|
|
75
|
+
|
|
76
|
+
---
|
|
77
|
+
|
|
78
|
+
### 1. Full Description (80–120 words)
|
|
79
|
+
For the booking page. Lead with the feeling — what does the guest experience, not what the room is.
|
|
80
|
+
|
|
81
|
+
**Rules:**
|
|
82
|
+
- Open with the sensory moment of being inside the room — the ticking clock, the locked door, the puzzles waiting
|
|
83
|
+
- Include: the time pressure element, what kind of thinking is required, group size, and what they walk away with
|
|
84
|
+
- End with a confidence-builder that's honest about difficulty: "No prior experience required" for Standard/Family; "Recommended for teams who have escaped before" for Advanced
|
|
85
|
+
- Write in present tense — "You step inside...", "Your team has..."
|
|
86
|
+
- Avoid: "Join us for a fun experience of..." — start with the guest inside the room
|
|
87
|
+
|
|
88
|
+
---
|
|
89
|
+
|
|
90
|
+
### 2. One-Liner (under 15 words)
|
|
91
|
+
For list views, booking widgets, social media bios, and search result snippets.
|
|
92
|
+
|
|
93
|
+
**Rules:**
|
|
94
|
+
- Convey the core experience and difficulty level in one short sentence
|
|
95
|
+
- No filler words (amazing, incredible, unforgettable)
|
|
96
|
+
- Specific enough to distinguish from other room types
|
|
97
|
+
|
|
98
|
+
**Good examples:**
|
|
99
|
+
- "60 minutes. Logic puzzles. One locked door. Can your team escape?"
|
|
100
|
+
- "The most challenging room in {{city}} — 75 minutes for experienced teams only."
|
|
101
|
+
- "Kid-friendly puzzles for ages 8+ where the whole family gets to be the hero."
|
|
102
|
+
|
|
103
|
+
---
|
|
104
|
+
|
|
105
|
+
### 3. SEO Meta Description (150–160 characters)
|
|
106
|
+
For the HTML `<meta name="description">` tag on the booking or room page.
|
|
107
|
+
|
|
108
|
+
**Rules:**
|
|
109
|
+
- Target 150–160 characters exactly
|
|
110
|
+
- Include primary keyword naturally: "escape room {{city}}" or "team building {{city}}"
|
|
111
|
+
- Include a value signal or CTA at the end: "Book online — no experience needed." or "Reserve your session today."
|
|
112
|
+
- Do not start with the business name — start with the value proposition
|
|
113
|
+
|
|
114
|
+
**Good examples:**
|
|
115
|
+
- "60-minute escape room in {{city}} for 2–8 guests. Logic puzzles, narrative themes, Game Master hints available. Book online — no experience needed."
|
|
116
|
+
- "Corporate team building in {{city}} with 90-minute escape room + structured debrief. 8–20 guests. Book online for groups."
|
|
117
|
+
|
|
118
|
+
---
|
|
119
|
+
|
|
120
|
+
### 4. Social Caption (120–150 characters)
|
|
121
|
+
For Instagram and Facebook post captions paired with a photo or video.
|
|
122
|
+
|
|
123
|
+
**Rules:**
|
|
124
|
+
- Hook in the first 5 words — this is what shows before "more" on mobile
|
|
125
|
+
- Include one specific differentiator (time pressure, difficulty, group exclusivity, debrief)
|
|
126
|
+
- End with a soft CTA: "link in bio", "book at [site]", or "DM to reserve"
|
|
127
|
+
- 120–150 characters — tight and scroll-stopping
|
|
128
|
+
- 1–2 emoji max, only where they genuinely add tension or energy
|
|
129
|
+
|
|
130
|
+
**Good examples:**
|
|
131
|
+
- "60 minutes. One locked room. Everything you need to escape is already inside. 🔐 Link in bio to book."
|
|
132
|
+
- "The Advanced Room has a 37% escape rate. Your team thinks they're the exception. 🗝️ Prove it — book now."
|
|
133
|
+
|
|
134
|
+
---
|
|
135
|
+
|
|
136
|
+
## Selling Angles Cheat Sheet
|
|
137
|
+
|
|
138
|
+
| Angle | When to Use |
|
|
139
|
+
|---|---|
|
|
140
|
+
| "Time pressure creates real adrenaline" | All rooms — the clock is the universal hook |
|
|
141
|
+
| "Puzzles are logic-based, not luck" | Standard and Advanced — important reassurance for first-timers who fear randomness |
|
|
142
|
+
| "Teamwork is the actual skill required" | All rooms — especially effective for corporate and family contexts |
|
|
143
|
+
| "The debrief is part of the experience" | Advanced and Corporate — turns even a non-escape into something valuable |
|
|
144
|
+
| "No prior experience needed" | Standard and Family — removes the barrier for first-timers |
|
|
145
|
+
| "For teams with prior experience" | Advanced only — signals respect and filters the right audience |
|
|
146
|
+
| "Kids are genuinely useful teammates" | Family Room — most powerful message for parents considering this |
|
|
147
|
+
| "Complete privacy, no strangers" | Private Booking — exclusivity is the main differentiator |
|
|
148
|
+
| "Real insight into team dynamics" | Corporate — the product is intelligence, not entertainment |
|
|
149
|
+
|
|
150
|
+
---
|
|
151
|
+
|
|
152
|
+
## Common Mistakes to Avoid
|
|
153
|
+
|
|
154
|
+
- **"Fun for everyone"** — vague and meaningless. Be specific about who the room is for.
|
|
155
|
+
- **"Unlock your potential"** — cliché wordplay. Say what they'll actually experience.
|
|
156
|
+
- **Revealing puzzle content** — never describe specific puzzles in marketing copy; preserve the experience
|
|
157
|
+
- **"Are you up for the challenge?"** — weak opener that doesn't differentiate from any other activity
|
|
158
|
+
- **Leading with brand name** — start with what the guest experiences, not who you are
|
|
159
|
+
- **Understating difficulty** — false reassurance leads to disappointed guests; honest difficulty framing leads to satisfied ones
|