| name | gsp-feedback-design |
| description | Use when designing a game's visual, motion, audio, or UI feedback grammar. |
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.”