Imported from mike007jd/game-superpowers (
skills/gsp-ux-flow-designer/SKILL.md). Install upstream withnpx skills add mike007jd/game-superpowers --skill gsp-ux-flow-designer. Copyright stays with the author.
Game UX Flow Designer
Goal
Define the player-facing flow clearly enough that implementation does not drift into unreadable or frustrating UX.
Outputs
Follow the gsp-orchestrator output strategy:
- inline (default): present UX flow design in conversation.
- minimal or full: write
docs/game-studio/ux-flow.md.
Spec-driven compatibility
When gsp-spec-driven-planning is active, fold the UX flow decisions into changes/<change-id>/design.md instead of creating a separate durable doc by default.
Must cover
- entry flow
- first 30 seconds
- start / restart / fail / success states
- pause or escape flow when relevant
- HUD priorities
- onboarding style
- readability and accessibility constraints
- critical feedback moments
Hard rules
Use:
../../shared/reference/first-30-seconds.md../../shared/checklists/ui-feedback-checklist.md../../shared/checklists/ui-ux-hard-rules.md
Explicitly decide:
- how the playfield is protected from overlay clutter
- what the persistent HUD budget is
- whether the project needs a dedicated UI layer for text-heavy or responsive UI
- how pause, menu focus, pointer lock, camera control, and gameplay input hand off control
- what mobile safe-area and thumb-zone constraints exist when relevant
By quality target
- first-playable: first 30 seconds and essential affordances only
- polished-prototype: include title/start, retry, pause, success/failure flow, clearer UI rhythm, and explicit playfield/HUD rules
- production-feature / live-patch: preserve consistency with the existing product while improving the target flow
Important
Do not stop at vague UX language. Lock concrete player-facing rules that implementation can actually follow. If critical UX flow details are still unknown, ask follow-up questions until the flow is explicit enough to implement with confidence.