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gsp-feedback-design
Use when designing a game's visual, motion, audio, or UI feedback grammar.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Use when designing a game's visual, motion, audio, or UI feedback grammar.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Use when auditing structure, boundaries, coupling, or state-management risks in an existing game project.
Use when auditing UI sounds, reward/failure cues, danger cues, or audio feedback layering in a game.
Use when converting game audit findings into a structured multi-axis scorecard.
Use when choosing a backend profile for a game based on capabilities, project state, and quality target.
Use when reviewing a built or in-progress game against the locked brief before claiming completion.
Use when deciding development mode, quality target, task granularity, or refactor policy for game work.
| name | gsp-feedback-design |
| description | Use when designing a game's visual, motion, audio, or UI feedback grammar. |
Make feedback part of the design, not something bolted on at the end.
Follow the gsp-orchestrator output strategy:
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.mdpolished-prototype or aboveFeedback is part of the mechanic contract. If the game does not communicate clearly or feel responsive, it is not “done enough.”