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
Spec-driven compatibility
When gsp-spec-driven-planning is active, fold the feedback design decisions into changes/<change-id>/design.md instead of creating a separate durable doc by default.
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.”