Gsp feedback design
Skills-first game development superpowers for Claude Code and Codex: build, audit, polish, and productionize game projects with reusable Agent Skills.
npx -y skills add mike007jd/game-superpowers --skill gsp-feedback-designAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 5 stars5 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Use when designing a game's visual, motion, audio, or UI feedback grammar.
SKILL.md
1.4 KB, as published. Nobody here has run it
Game Feedback Design
Goal
Make feedback part of the design, not something bolted on at the end.
Outputs
Follow the gsp-orchestrator output strategy:
- inline (default): present feedback design in conversation.
- minimal or full: write
docs/game-studio/feedback-design.md.
Use:
../../shared/templates/feedback-design.md../../shared/checklists/feedback-design-checklist.md../../shared/checklists/game-feel-pillars.md../../shared/checklists/ui-ux-hard-rules.md
Spec-driven compatibility
When gsp-spec-driven-planning is active, fold the feedback design decisions into changes/<change-id>/design.md instead of creating a separate durable doc by default.
Cover
- input acknowledgment
- success / reward signals
- fail / deny signals
- danger telegraphing
- state transition feedback
- audio priorities
- micro-motion and juice that support clarity rather than noise
- which feedback belongs in the world layer vs the HUD layer
Use when
- the build works but feels dead
- the target is
polished-prototypeor above - combat, traversal, collection, menuing, or puzzle interactions need stronger feel
Important
Feedback is part of the mechanic contract. If the game does not communicate clearly or feel responsive, it is not “done enough.”