Design or audit game controls, HUD, menus, feedback, input mapping, transparency, juiciness, channels, modes, and metaphors.
SkillScore59Maintained
Automatic
◆Design & UX Review pack
Last verified 8/16/2026
What it changes
Passed 13 of 22 test cases with the skill, and 6 of 22 without it.
Without skill27%
With skill59%
Checks it passed that the model alone missed
Identifies state ambiguity risks when turn order shifts rapidly
Includes risk analysis addressing hidden state or input conflict
Covers camera behavior and UI focus behavior in the control notes
and 11 more in the full report
10 fixed3 passed either way6 still failing3 broke
Pass-rate lift
+32 pp
Tokens
+4%
Agent turns
0%
Response time
+4%
Model gemini-3.6-flashMeasured 8/16/2026v113 of 22 cases passed with skill
Tokens, turns and time describe resource use, not a dollar price.
See it in action
One of 10 test cases the skill fixed. Same model, same prompt, with and without the skill.
1 of 10
Prompt
Create an interaction and feedback spec for a rhythm action game's timing judgment system (Perfect, Great, Miss). We need the interaction flow, feedback channel breakdowns with screen-reader or visual equivalents, HUD control details, dev tasks, and usability pitfalls.
What was checked, without and with the skill
Checked
Without skill
With skill
Maps timing window inputs to immediate audio-visual-haptic responses and failure states
Passed
Passed
Defines accessible alternative cues for precise timing windows without relying solely on color shift
Passed
Passed
Details testing steps for input latency and timing judgment feedback
Missed
Passed
case-06 · gemini-3.6-flash · 8/16/2026 · answers are capped and redacted
What's inside
The instructions your model reads when the skill loads.
SKILL.md32 linessingle file
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
Map player intent to input, game interpretation, feedback, and consequence.
Identify what the player must know before, during, and after each action.
Design feedback across visual, audio, haptic, animation, text, and spatial channels.
Check controls, HUD, menus, modes, camera, and tutorial prompts for conflict.
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.