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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

Install
npx -y skills add mike007jd/game-superpowers --skill gsp-ux-flow-designer

Assembled 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.

Keep looking

Skills are one crate of 326,750. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.