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Game feel ("juice") for Apple apps — celebration choreography, haptic vocabulary design, sound-effect layers, and the event×channel feedback audit.
Passed 20 of 22 test cases with the skill, and 19 of 22 without it.
1 fixed19 passed either way2 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
A test case the skill fixed. Same model, same prompt, with and without the skill.
When a level completes, both the central GameEngine state machine and the LevelViewController's completion listener fire a success haptic pattern. Is it good practice to trigger haptics from both places so user feedback isn't lost if one component fails?
| Checked | Without skill | With skill |
|---|---|---|
| Rejects firing haptics from multiple layers for a single event | Passed | Passed |
| Designates a single owner layer closest to the state machine to trigger feedback | Missed | Passed |
The instructions your model reads when the skill loads.
Makes an app's meaningful moments land — through coordinated motion, haptics, and sound. Animation technique lives in design/animation-patterns; confetti/badge generation lives in generators/milestone-celebration. This skill is the discipline layer: which events deserve feedback, on which channels, and how to verify nothing important is silent.
Use this skill when the user:
.sensoryFeedback)| Channel | Who perceives it |
|---|---|
| Haptics | Only the person holding the device |
| Screen motion | Whoever is looking at the screen |
| Audio | The whole room |
| Torch / flash | The whole room, even in noise |
A single-user utility can lean on haptics. A shared-phone or room-facing app (party games, kitchen timers, presentations) must put its signature moments on a room-scale channel. The most common juice failure: all feedback is haptic, and the phone is lying on a table.
Tick < action confirmed < success < round complete < winner. If the rarest event (winning) fires the same pattern as a routine one (round end), the app has no climax. Reserve the biggest pattern, the confetti burst, and the fanfare for the rarest event.
If the timer's ring turns amber at 10s and red at 5s, the haptic tier and any audio tick must escalate at the same thresholds. Cross-channel disagreement reads as broken, not layered.
Exactly one code layer fires feedback for a given event. When an engine and a view-store both react to "music stopped", the user gets a double-buzz. Decide the owner (usually the layer closest to the state machine) and make the other layer silent.
test cases passed, vs 19 / 22 without
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