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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

Install
npx -y skills add mike007jd/game-superpowers --skill gsp-feedback-design

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

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-prototype or 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/

tests/

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.