# Gsp Feedback Design

> Use when designing a game's visual, motion, audio, or UI feedback grammar.

- Skill: `mike007jd/gsp-feedback-design` (Agent Skill)
- Install (CLI): `npx skillmds@latest add mike007jd/gsp-feedback-design`
- Raw SKILL.md: https://api.skillmd.com/api/skills/mike007jd/gsp-feedback-design/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: mike007jd (https://skillmd.com/u/mike007jd)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/mike007jd/gsp-feedback-design

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# 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-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.”

