Gsp feedback design
Skill mike007jd/game-superpowers/publish/clawhub/gsp-feedback-design
Use when designing a game's visual, motion, audio, or UI feedback grammar.From its SKILL.md
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
- 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
1.2 KB, 255 tokens by cl100k_base, 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
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.”
What ships with it: 9 files
8.6 KB alongside SKILL.md
examples/
- usage.md613 B
shared/
tests/
- smoke.md449 B
- CHANGELOG.md208 B
- MANIFEST.yaml2.6 KB
- README.md966 B