Individual skill
game-interface-feedback
Design or audit game controls, HUD, menus, feedback, input mapping, transparency, juiciness, channels, modes, and metaphors. Use when implementing UI, controls, camera, tutorials, status displays, accessibility feedback, or when players are confused about what happened.
plugins/LVTD-LLC/skills/skills/game-interface-feedback/SKILL.md
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- game-design,ui,ux,controls,feedback,accessibility Declared skill tag
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SKILL.mdcore · 2,104 bytesreferences/core/guide.mddoc · 2,155 bytesworkflows/interface-audit.mddoc · 700 bytes
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# Game Interface Feedback
Use this skill to make player intent, system state, and consequences legible. The interface is not just menus; it is every path between player intention and game response.
## Source Traceability
Primary source: *The Art of Game Design: A Book of Lenses, Third Edition* by Jesse Schell, especially chapter 15 on interface, control, feedback, transparency, channels, modes, and metaphors. The workflow is transformed and paraphrased.
Supporting sources include Nielsen Norman Group usability heuristics and Microsoft Xbox Accessibility Guidelines.
## Workflow
1. Map player intent to input, game interpretation, feedback, and consequence.
2. Identify what the player must know before, during, and after each action.