Your examples can count as user stories, but they are missing a very important part: the goal that the user wants to achieve when the story is implemented.
This goal might be obvious to you, but you should write it down anyways.
A user story has the format
As a <user>
I want <feature>
So that <goal>
The goal part is important, because it helps the developers in making the right decisions.
Your second example could have two very different goals, that would lead to different designs.
- As a new player, I would want an introduction level to the game to teach me the basics, so that I can solve the game and get a sense of accomplishment
- As a new player, I would want an introduction level to the game to teach me the basics, so that I can learn the rules of the game
In the first case, just having an easy level would be sufficient, but in the second case you want to guide the user why a certain number must/mustn't be placed in a particular cell.