lvtd-llc/skills

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.

First seen Jun 22, 2026

Installation

$ npx skills add lvtd-llc/skills --skill game-interface-feedback

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Declared
Cursor Not declared
Codex Declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 1
License LICENSE
Default branch main
Open issues 0
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

Version0.1.0
LicenseMIT
CompatibilityCodex, Claude Code, and other Agent Skills-compatible clients.
Declared agents claude-code codex
More metadata
version
0.1.0
displayName
Game Interface Feedback
category
Game Development
tags
game-design,ui,ux,controls,feedback,accessibility

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 2,104 B
  • docs SUMMARY.md 301 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 55 installs

SKILL.md

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.
  3. Design feedback across visual, audio, haptic, animation, text, and spatial channels.
  4. Check controls, HUD, menus, modes, camera, and tutorial prompts for conflict.
  5. Add accessibility alternatives for critical information.

Required Output

  • Interaction Map: intent, input, system response, feedback, and failure states.
  • Feedback Spec: channels, timing, priority, and accessibility alternatives.
  • UI/Control Notes: HUD, menus, camera, prompts, focus, and mode behavior.
  • Implementation Tasks: exact components, states, events, and tests.
  • Usability Risks: ambiguity, hidden state, input conflict, overload, and missed feedback.

Local References

Before producing an interface spec or audit, read:

  • references/core/guide.md
  • workflows/interface-audit.md