Gsp ux flow designer
Skill mike007jd/game-superpowers/skills/gsp-ux-flow-designer
Use when designing onboarding, menus, CTA hierarchy, and first-minute interaction flow for a game.From its SKILL.md
npx -y skills add mike007jd/game-superpowers --skill gsp-ux-flow-designerAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 4 stars4 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.
SKILL.md
2.0 KB, 409 tokens by cl100k_base, as published. Nobody here has run it
Game UX Flow Designer
Goal
Define the player-facing flow clearly enough that implementation does not drift into unreadable or frustrating UX.
Outputs
Follow the gsp-orchestrator output strategy:
- inline (default): present UX flow design in conversation.
- minimal or full: write
docs/game-studio/ux-flow.md.
Spec-driven compatibility
When gsp-spec-driven-planning is active, fold the UX flow decisions into changes/<change-id>/design.md instead of creating a separate durable doc by default.
Must cover
- entry flow
- first 30 seconds
- start / restart / fail / success states
- pause or escape flow when relevant
- HUD priorities
- onboarding style
- readability and accessibility constraints
- critical feedback moments
Hard rules
Use:
../../shared/reference/first-30-seconds.md../../shared/checklists/ui-feedback-checklist.md../../shared/checklists/ui-ux-hard-rules.md
Explicitly decide:
- how the playfield is protected from overlay clutter
- what the persistent HUD budget is
- whether the project needs a dedicated UI layer for text-heavy or responsive UI
- how pause, menu focus, pointer lock, camera control, and gameplay input hand off control
- what mobile safe-area and thumb-zone constraints exist when relevant
By quality target
- first-playable: first 30 seconds and essential affordances only
- polished-prototype: include title/start, retry, pause, success/failure flow, clearer UI rhythm, and explicit playfield/HUD rules
- production-feature / live-patch: preserve consistency with the existing product while improving the target flow
Important
Do not stop at vague UX language. Lock concrete player-facing rules that implementation can actually follow. If critical UX flow details are still unknown, ask follow-up questions until the flow is explicit enough to implement with confidence.
What ships with it
Read from the repository
Just SKILL.md. No reference files, no scripts.