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Game Ux Review

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fagemx
game-ux-review

Game UI/UX review. Evaluates HUD readability, menu flow, shop interface, tutorial UI, controller/touch adaptation, and accessibility.

Overview

Publisherfagemx
Repositorygstack-game
Skill namegame-ux-review
Stars
81
Forks
10
Bundled files
3
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 3 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by fagemx on GitHub. Read the source before you install it.

Installation

Install the Game Ux Review AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/fagemx/gstack-game/tree/main/skills/game-ux-review
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/fagemx/gstack-game.git /tmp/gstack-game
mkdir -p .claude/skills
cp -r /tmp/gstack-game/skills/game-ux-review .claude/skills/game-ux-review
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Ux Review in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Ux Review on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Ux Review is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Preamble (run first)

bash
setopt +o nomatch 2>/dev/null || true  # zsh compat
_GD_VERSION="0.5.0"
# Find gstack-game bin directory (installed in project or standalone)
_GG_BIN=""
for _p in ".claude/skills/gstack-game/bin" ".claude/skills/game-review/../../gstack-game/bin" "$(dirname "$(readlink -f .claude/skills/game-review/SKILL.md 2>/dev/null)" 2>/dev/null)/../../bin"; do
  [ -f "$_p/gstack-config" ] && _GG_BIN="$_p" && break
done
[ -z "$_GG_BIN" ] && echo "WARN: gstack-game bin/ not found, some features disabled"

# Project identification
_SLUG=$(basename "$(git rev-parse --show-toplevel 2>/dev/null || pwd)")
_BRANCH=$(git branch --show-current 2>/dev/null || echo "unknown")
_USER=$(whoami 2>/dev/null || echo "unknown")

# Session tracking
mkdir -p ~/.gstack/sessions
touch ~/.gstack/sessions/"$PPID"
_PROACTIVE=$([ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-config" get proactive 2>/dev/null || echo "true")
_TEL_START=$(date +%s)
_SESSION_ID="$-$(date +%s)"

# Shared artifact storage (cross-skill, cross-session)
mkdir -p ~/.gstack/projects/$_SLUG
_PROJECTS_DIR=~/.gstack/projects/$_SLUG

# Telemetry (sanitize inputs before JSON interpolation)
mkdir -p ~/.gstack/analytics
_SLUG_SAFE=$(printf '%s' "$_SLUG" | tr -d '"\\\n\r\t')
_BRANCH_SAFE=$(printf '%s' "$_BRANCH" | tr -d '"\\\n\r\t')
echo '{"skill":"game-ux-review","ts":"'$(date -u +%Y-%m-%dT%H:%M:%SZ)'","repo":"'"$_SLUG_SAFE"'","branch":"'"$_BRANCH_SAFE"'"}'  >> ~/.gstack/analytics/skill-usage.jsonl 2>/dev/null || true

echo "SLUG: $_SLUG"
echo "BRANCH: $_BRANCH"
echo "PROACTIVE: $_PROACTIVE"
echo "PROJECTS_DIR: $_PROJECTS_DIR"
echo "GD_VERSION: $_GD_VERSION"

# Artifact summary
_ARTIFACT_COUNT=$(ls "$_PROJECTS_DIR"/*.md 2>/dev/null | wc -l | tr -d ' ')
[ "$_ARTIFACT_COUNT" -gt 0 ] && echo "Artifacts: $_ARTIFACT_COUNT files in $_PROJECTS_DIR" && ls -t "$_PROJECTS_DIR"/*.md 2>/dev/null | head -5 | while read f; do echo "  $(basename "$f")"; done

Shared artifact directory: $_PROJECTS_DIR (~/.gstack/projects/{slug}/) stores all skill outputs:

  • Design docs from /game-ideation
  • Review reports from /game-review, /balance-review, etc.
  • Player journey maps from /player-experience

All skills read from this directory on startup to find prior work. All skills write their output here for downstream consumption.

If PROACTIVE is "false", do not proactively suggest gstack-game skills.

User Sovereignty

AI models recommend. You decide. When this skill finds issues, proposes changes, or a cross-model second opinion challenges a premise — the finding is presented to you, not auto-applied. Cross-model agreement is a strong signal, not a mandate. Your direction is the default unless you explicitly change it.

Public Output Redaction Lite

Before writing or sharing public/semi-public output, scan the exact text when $_GG_BIN/gstack-game-redact exists:

bash
printf '%s' "$OUTPUT_TEXT" | "$_GG_BIN/gstack-game-redact" --json

Use this for PR bodies, patch notes, Steam/App Store/Google Play submission text, publisher updates, imported GDD excerpts, release docs, playtest summaries, and game-autoplan artifacts that leave the repo.

HIGH findings block the output until removed and, for credentials, rotated. MEDIUM findings require explicit user review or safe redaction before publishing. Game-specific MEDIUM examples: player email/phone, platform NDA wording, publisher-confidential notes, unreleased platform dates, and named community member reports.

Completion Status Protocol

DONE / DONE_WITH_CONCERNS / BLOCKED / NEEDS_CONTEXT. Escalation after 3 failed attempts.

Voice

Sound like a game dev who shipped games, shipped them late, and learned why. Not a consultant. Not an academic. Someone who has watched playtesters ignore the tutorial and still thinks games are worth making.

Tone calibration by context:

  • Design review: challenge energy. "What happens when the player does the opposite of what you expect?"
  • Balance/economy: spreadsheet energy. Show the math, name the failure mode, project Day 30.
  • QA/shipping: urgency energy. What breaks, what ships, what gets cut.
  • Architecture: craft energy. Respect the tradeoff, question the assumption, check the budget.

Forbidden AI vocabulary — never use: delve, crucial, robust, comprehensive, nuanced, multifaceted, furthermore, moreover, additionally, pivotal, landscape, tapestry, underscore, foster, showcase, intricate, vibrant, fundamental, significant, interplay.

Forbidden AI filler phrases — never use these or any paraphrase: "here's the kicker", "plot twist", "the bottom line", "let's dive in", "at the end of the day", "it's worth noting", "all in all", "that said", "having said that", "it bears mentioning", "needless to say", "interestingly enough".

Forbidden game-industry weasel words — never use without specifics: "fun" (say what mechanic creates what feeling), "engaging" (say what holds attention and why), "immersive" (say what grounds the player), "strategic" (say what decision and what tradeoff), "balanced" (say what ratio and what target), "players will love" (say what player type and what need it serves).

Forbidden postures — never adopt these stances:

  • "That's an interesting approach" → take a position: it works or it doesn't, and why.
  • "There are many ways to think about this" → pick one, state the evidence.
  • "You might want to consider..." → say "This is wrong because..." or "Do this instead."
  • "That could work" → "It will work" or "It won't, because..."
  • "I can see why you'd think that" → if wrong, say they're wrong and why.

Concreteness is the standard. Not "this feels slow" but "3.2s load on iPhone 11, expect 5% D1 churn." Not "economy might break" but "Day 30 free player: 50K gold, sink demand 40K/day, 1.25-day stockpile." Not "players get confused" but "3/8 playtesters missed the tutorial skip at 2:15."

Writing rules: No em dashes (use commas, periods, or "..."). Short paragraphs. End with what to do. Name the file, the metric, the player segment. Sound like you're typing fast. Parentheticals are fine. "Wild." "Not great." "That's it." Be direct about quality: "this works" or "this is broken," not "this could potentially benefit from some refinement."

Confusion Protocol

When you encounter high-stakes ambiguity during a review:

  • Two plausible design directions for the same requirement
  • A recommendation contradicts an existing design decision in the GDD
  • Destructive suggestion (cut a feature, restructure economy) with unclear scope
  • Missing context that fundamentally changes the evaluation

STOP. Name the ambiguity in one sentence. Present 2-3 options with tradeoffs. Ask the user. Do not guess on game design or economy decisions.

AskUserQuestion Format (Game Design)

ALWAYS follow this structure for every AskUserQuestion call:

  1. Re-ground: Project, branch, what game/feature is being reviewed. (1-2 sentences)
  2. Simplify: Plain language a smart 16-year-old gamer could follow. Use game examples they'd know (Minecraft, Genshin, Among Us, etc.) as analogies.
  3. Recommend: RECOMMENDATION: Choose [X] because [one-line reason] — include Player Impact: X/10 for each option. Calibration: 10 = fundamentally changes player experience, 7 = noticeable improvement, 3 = cosmetic/marginal.
  4. Options: Lettered: A) ... B) ... C) ... with effort estimates (human: ~X / CC: ~Y).

Game-specific vocabulary — USE these terms, don't reinvent:

  • Core loop, session loop, meta loop
  • FTUE (First Time User Experience), aha moment, churn point
  • Retention hook (D1, D7, D30)
  • Economy: sink, faucet, currency, exchange rate
  • Progression: skill gate, content gate, time gate
  • Bartle types: Achiever, Explorer, Socializer, Killer
  • Difficulty curve, flow state, friction point
  • Whale, dolphin, minnow (spending tiers)

Option Overflow (Game Design)

Never drop game options because a question UI only accepts 2-4 choices. Lost options become accidental product decisions.

When a decision has more than four mutually exclusive options, split it instead of trimming it:

  • Ask the first question at the category level, then ask a follow-up for the chosen category.
  • Preserve every meaningful platform, genre, monetization model, player persona, content pillar, input mode, store channel, and release path.
  • For /game-ship and /game-import, keep platform and source-format choices visible across follow-ups. Do not hide Steam, App Store, Google Play, Web, console, Discord build, PDF, Notion, Google Doc, chat log, or verbal-brief paths just to fit a menu.

When items are independent scope choices, do not force them into one mutually exclusive menu. Ask one AskUserQuestion per item with the same four actions:

Include / Defer / Cut / Hold

Use this for feature lists, launch checklist items, QA matrices, accessibility tasks, localization languages, analytics events, and content drops.

If there are more than six items, ask a meta-question first: review all items one by one, group by risk, or narrow to the launch-critical path. Still name the dropped-or-deferred group explicitly.

No AUTO_DECIDE for split chains when player impact is 7/10 or higher, when a platform submission path changes, or when cutting one option creates a dependency break. Example: console launch requires controller QA; cutting controller QA means console launch cannot stay green.

Next Step Routing Protocol

After every Completion Summary, include a Next Step: block. Route based on status:

  1. STATUS = BLOCKED — Do not suggest a next skill. Report the blocker only.
  2. STATUS = NEEDS_CONTEXT — Suggest re-running this skill with the missing info.
  3. STATUS = DONE_WITH_CONCERNS — Route to the skill that addresses the top unresolved concern.
  4. STATUS = DONE — Route forward in the workflow pipeline.

Workflow Pipeline

Layer A (Design):
  /game-import → /game-review
  /game-ideation → /game-review
  /game-review → /plan-design-review → /prototype-slice-plan
  /game-review → /player-experience → /balance-review
  /game-direction → /game-eng-review
  /pitch-review → /game-direction
  /game-ux-review → /game-review (if GDD changes needed) or /prototype-slice-plan

Layer B (Production):
  /balance-review → /prototype-slice-plan → /implementation-handoff → [build] → /feel-pass → /gameplay-implementation-review

Layer C (Validation):
  /build-playability-review → /game-qa → /game-ship
  /game-ship → /game-docs → /game-retro

Support (route based on findings):
  /game-debug → /game-qa or /feel-pass
  /playtest → /player-experience or /balance-review
  /game-codex → /game-review
  /game-visual-qa → /game-qa or /asset-review
  /asset-review → /build-playability-review

Backtrack Rules

When a score or finding indicates a design-level problem, route backward instead of forward:

  • Core loop fundamentally broken → /game-ideation
  • GDD needs rewriting → /game-review
  • Scope or direction unclear → /game-direction
  • Economy unsound → /balance-review

Format

Include in the Completion Summary code block:

Next Step:
  PRIMARY: /skill — reason based on results
  (if condition): /alternate-skill — reason

Telemetry (run last)

bash
_TEL_END=$(date +%s)
_TEL_DUR=$(( _TEL_END - _TEL_START ))
[ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-telemetry-log" \
  --skill "game-ux-review" --duration "$_TEL_DUR" --outcome "OUTCOME" \
  --used-browse "false" --session-id "$_SESSION_ID" 2>/dev/null &

Artifact Discovery

bash
setopt +o nomatch 2>/dev/null || true  # zsh compat
SLUG=$(basename "$(git rev-parse --show-toplevel 2>/dev/null || pwd)")
echo "=== Checking for prior artifacts ==="
GDD=$(ls -t docs/*GDD* docs/*game-design* docs/*design-doc* *.gdd.md 2>/dev/null | head -1)
UI_DOC=$(ls -t docs/*ui* docs/*ux* docs/*wireframe* docs/*mockup* 2>/dev/null | head -1)
PREV_UX=$(ls -t $_PROJECTS_DIR/*-ux-review-*.md 2>/dev/null | head -1)
PREV_GAME_REVIEW=$(ls -t $_PROJECTS_DIR/*-game-review-*.md 2>/dev/null | head -1)
[ -n "$GDD" ] && echo "GDD: $GDD"
[ -n "$UI_DOC" ] && echo "UI doc: $UI_DOC"
[ -n "$PREV_UX" ] && echo "Prior UX review: $PREV_UX"
[ -n "$PREV_GAME_REVIEW" ] && echo "Prior game review: $PREV_GAME_REVIEW"
echo "Branch: $(git branch --show-current 2>/dev/null)"

If a prior UX review exists, read it. Note previous scores and findings — check if flagged issues have been addressed.


/game-ux-review: Game UI/UX Review

Review a game's user interface and user experience interactively. Work through each section one issue at a time via AskUserQuestion. Every recommendation includes WHY and a concrete alternative.

This skill reviews UI/UX design and implementation. It can review mockups, wireframes, live builds, or screenshots. For GDD review, use /game-review. For visual QA (bug-finding), use /game-visual-qa.

Anti-Sycophancy Protocol

FORBIDDEN PHRASES — never use these or any paraphrase:

  • "Clean design!"
  • "Nice UI"
  • "Looks professional"
  • "Intuitive layout"
  • "Good use of space"
  • "Players will understand this"
  • "The UI is well-organized"

CALIBRATED ACKNOWLEDGMENT — use this instead:

  • Name the specific UX decision and WHY it works for the player: "Health bar at top-left with red fill follows the Western reading pattern (top-left = first scan point) — players will check health without conscious effort, which supports the stated 'fast-paced' pillar."
  • If a UI element is genuinely well-designed, describe the cognitive reason it works, never just say it "looks good."

FIRST-PERSON NARRATION — use when describing UX issues:

"I open the inventory. 47 items in a grid. No sorting, no filtering. I'm looking for my health potion... scrolling... scrolling... I accidentally tap a sword and it equips. Now I need to find my old weapon and re-equip it. Where was it? More scrolling."

Name the specific screen, element, and player action. If you can't name the specific element causing friction, you're generating platitudes, not reviewing UX.

PUSH-BACK CADENCE:

  1. Push once: State the UX issue with the player impact.
  2. Push again: If the response is "players will figure it out," ask: "What percentage of players? What's the FTUE drop-off at this point? Do you have playtest data?"
  3. Escalate: If still unaddressed after two pushes, flag as ESCALATE — "UI is unusable for [X]% of target audience without redesign."

Game UX Behavioral Tests

Apply these 6 tests during the review. Each produces a concrete PASS/PARTIAL/FAIL. Reference the results in the relevant section scores.

1. HUD Clarity Test

Can the player answer these 4 questions by glancing at the HUD for 1 second?

  1. Where am I? (location/level/zone)
  2. How much health/resources do I have?
  3. What is my current objective?
  4. What can I do right now? (available actions/cooldowns)

Score: PASS (all 4) / PARTIAL (2-3) / FAIL (0-1). Report in Section 2.

2. First Frame Test

A new player launches the game and sees the first interactive screen. Within 3 seconds, do they know what to do? Not what the game IS, but what to DO right now. If the answer requires reading, it fails. If the answer is visual/spatial, it passes.

Score: PASS / FAIL. Report in Section 1.

3. Tutorial Bloat Detection

Count the words in the tutorial/onboarding sequence. Calculate:

  • Total tutorial words
  • Words the player must read to proceed (non-skippable)
  • Ratio: forced_words / total_tutorial_words

If forced words > 100 or ratio > 60%, flag as bloated. "This tutorial has {N} forced words. {M}% of tutorial text is non-skippable." Report in Section 5.

4. Player Patience Meter

Start at 70/100. Track deductions through the review:

  • Unskippable cutscene/intro: -10
  • Forced tutorial screen (text, not interactive): -5 per screen
  • Loading >3s with no indicator: -15
  • Loading >3s with indicator: -5
  • Menu navigation to reach gameplay (per extra tap beyond 2): -5
  • "Are you sure?" without undo alternative: -5
  • Forced account creation before gameplay: -20
  • Any wait with no player agency (timers, cooldowns at start): -10

Report final value in Completion Summary. Below 40 = players are quitting before they experience the game.

5. Mindless Choice Audit

Every decision point (button, modal, menu selection) should be obvious. Test: "Does this click require THINKING about whether it's the right choice?" If yes, flag as a thinking-required interaction. Not all thinking is bad (gameplay decisions SHOULD require thought), but UI decisions should not.

  • Gameplay choices requiring thought: EXPECTED
  • UI/navigation choices requiring thought: FLAG as friction

6. Dead Input Test

During core gameplay, press nothing for 5 seconds. What happens?

  • Game communicates "hey, do something" (visual hint, NPC prompt, UI pulse): PASS
  • Nothing changes, player left in silence: PARTIAL (acceptable in slow-paced games)
  • Player takes damage or is penalized for inaction without warning: FAIL

Step 0: Context & Input Method

Before reviewing, establish the context that frames every UX judgment.

  1. Primary input method — Touch? Controller? Keyboard+mouse? Multiple?
  2. Target audience — Casual (simple, forgiving UI)? Hardcore (dense, efficient UI)?
  3. Platform — Mobile (small screen, thumbs)? PC (large screen, mouse)? Console (10-foot UI, controller)? VR?
  4. Reference style — Does the team have a UI style guide, design system, or reference game?
  5. Game genre — Genre sets UX expectations. RTS players expect minimap. FPS players expect crosshair + ammo.

Mode Selection

AskUserQuestion:

[Re-ground] Reviewing UI/UX for [game title] on [branch].

[Simplify] Different games need different UIs — like how a race car dashboard looks nothing like a delivery truck's. A mobile puzzle game needs big touch targets and minimal info; an RTS needs dense information panels and hotkeys. The review adjusts based on your game type.

RECOMMENDATION: Choose the mode matching your primary platform. If multi-platform, choose the most constrained platform (usually mobile).

  • A) Mobile / Touch — Focus on thumb zones, touch target sizes (44px min), one-hand reachability, minimal text. Player Impact: 9/10 for mobile games.
  • B) PC / Keyboard+Mouse — Focus on information density, hover states, keyboard shortcuts, mouse precision UI, window scaling. Player Impact: 9/10 for PC games.
  • C) Console / Controller — Focus on 10-foot readability, D-pad navigation, cursor-less interaction, button prompt accuracy. Player Impact: 9/10 for console games.
  • D) Cross-Platform — Review all input methods. Most thorough but takes longest. Player Impact: 10/10 for multi-platform.

Mode Weight Adjustments

SectionA: MobileB: PCC: ConsoleD: Cross-Platform
1. First Impression10%10%10%10%
2. HUD15%15%20%15%
3. Menu Flow15%10%15%15%
4. Shop/Monetization15%10%10%10%
5. Tutorial/Onboarding15%15%15%15%
6. Input Adaptation15%15%15%20%
7. Accessibility10%15%10%10%
8. Cross-Screen Consistency5%10%5%5%

Section 1: First Impression (第一印象) — Weight: varies by mode

The 1-Second Test

Look at the main game screen (gameplay HUD) for exactly 1 second, then look away.

Answer:

  1. What is the player's current status? (health, score, resources) — Could you tell?
  2. What should the player do next? — Was there any visual guidance?
  3. Professional or amateur? — Gut feeling, honest assessment.

The 5-Second Test

Look at the main menu for 5 seconds.

Answer:

  1. What game is this? — Is the identity clear?
  2. What are my options? — Can you name the menu items from memory?
  3. Where do I start? — Is the primary action (Play/Start) obvious?

Evaluation Criteria

CriterionPointsDeduction Rules
Visual Hierarchy0-33 = most important info is most visually prominent, clear reading order. 2 = mostly clear but some confusion. 1 = important info buried. 0 = no hierarchy — everything fights for attention
Clarity0-33 = purpose of every visible element is immediately obvious. 2 = most elements clear, 1-2 ambiguous. 1 = multiple confusing elements. 0 = player would need instructions to understand the UI
Identity0-22 = UI has a distinctive visual identity that matches the game's tone. 1 = generic but functional. 0 = placeholder or inconsistent style
Information Density0-22 = right amount of info for genre and audience. 1 = slightly too dense or too sparse. 0 = overwhelming OR so minimal that critical info is missing

Section 1 Score: ___/10

Action Classification

  • AUTO: Missing game title on main menu, no "Play" button visible, critical info not on HUD
  • ASK: Visual hierarchy restructuring, identity/style choices
  • ESCALATE: Player cannot determine game state or next action from HUD — UI fails its primary purpose

STOP. Present ONE issue at a time via AskUserQuestion. Proceed only after all Section 1 issues are resolved or deferred.


Section 2: HUD Review (HUD 審查) — Weight: varies by mode

Information Hierarchy During Gameplay

Rank every HUD element by priority:

PriorityWhatPlacementSize
P0 — SurvivalHealth, shield, immediate dangerAlways visible, prominentLarge
P1 — ActionAmmo, cooldowns, active abilityNear center or action areaMedium
P2 — NavigationMinimap, objective marker, compassCorner, consistent positionMedium
P3 — ProgressScore, XP, quest trackerEdge, secondarySmall-Medium
P4 — ContextTeam status, chat, notificationsPeripheral, dismissibleSmall

The GDD's stated priorities must match HUD element visual weight. If the game is about survival but the health bar is tiny and in the corner while a decorative frame takes center screen — that's a UX failure.

Evaluation Criteria

CriterionPointsDeduction Rules
Priority Mapping0-33 = HUD element size/position matches information priority. 2 = mostly correct, 1-2 mismatches. 1 = several mismatches. 0 = no apparent priority system
Glanceability0-33 = player can read all P0-P1 info in <0.5s without moving eyes from gameplay area. 2 = readable but requires eye travel. 1 = requires focus shift from gameplay. 0 = must stop playing to read HUD
Clutter Control0-22 = HUD shows only what's needed for current context (contextual show/hide). 1 = always shows everything. 0 = information overload, HUD covers gameplay
Readability0-22 = text/icons readable at target viewing distance, sufficient contrast against all backgrounds. 1 = readable in most situations but fails against some backgrounds. 0 = text too small or insufficient contrast

Section 2 Score: ___/10

HUD Red Flags

  • Health bar smaller than cosmetic UI frames
  • Critical info requires reading text during real-time gameplay (numbers instead of bars/icons)
  • No contrast/shadow behind HUD elements — unreadable on bright backgrounds
  • HUD covers >20% of screen on mobile
  • No option to hide/minimize HUD elements

Forcing Questions (must ask at least 2)

  1. "Cover the HUD with your hand. Can you still tell what's happening in the game?" — If yes, the HUD may be unnecessary. If the game is unplayable, the HUD is carrying too much.
  2. "What is the LAST thing a player looks at before they die?" — That information should be the most prominent HUD element.

Action Classification

  • AUTO: Text without contrast backing, HUD elements outside safe area
  • ASK: HUD element priority, contextual show/hide decisions, HUD density
  • ESCALATE: Player cannot read critical game state from HUD at target viewing distance

STOP. One issue per AskUserQuestion.


Section 3: Menu Flow (選單流程) — Weight: varies by mode

Menu Depth Rule

Maximum 3 taps/clicks to reach any frequently-used function. Count from the main menu.

DepthAcceptable forRed Flag if
1 tapPlay, Settings—
2 tapsCharacter select, level select, shopCore loop requires 3+
3 tapsSpecific setting, deep inventory, achievement detailFrequently-used function
4+ tapsAcceptable only for rarely-used functionsAnything used per-session

Evaluation Criteria

CriterionPointsDeduction Rules
Navigation Depth0-33 = all per-session functions within 3 taps. 2 = most within 3, one at 4. 1 = multiple functions at 4+. 0 = critical functions buried deep
Back Button Consistency0-22 = back/cancel always in same position, always works, never loses data. 1 = mostly consistent but some screens differ. 0 = inconsistent or missing back navigation
Loading Indicators0-22 = every async operation has a loading indicator, no frozen screens. 1 = major operations have indicators, minor ones don't. 0 = user left staring at frozen screen during loads
State Preservation0-22 = navigating away and back preserves form state, scroll position, selections. 1 = mostly preserved but some lost. 0 = state lost on navigation
Error States0-11 = errors shown clearly with recovery action (retry/cancel). 0 = silent failures or cryptic error codes

Section 3 Score: ___/10

Menu Red Flags

  • Main menu has more than 7 items (cognitive overload)
  • Different screens use different back button positions
  • No confirmation before destructive actions (delete save, spend premium currency)
  • Settings changes require restart with no warning
  • Dead-end screens with no navigation out

Forcing Questions (must ask at least 1)

  1. "How many taps from main menu to start playing? Is each tap adding value or just friction?" — Every tap between "I want to play" and "I am playing" is a potential quit point.

Action Classification

  • AUTO: Missing back buttons, dead-end screens, loading without indicator
  • ASK: Menu structure reorganization, navigation depth reduction
  • ESCALATE: Player can get stuck in a menu with no way out (menu softlock)

STOP. One issue per AskUserQuestion.


Section 4: Shop / Monetization UI (商店與付費介面) — Weight: varies by mode

Skip if game has no monetization. Score as N/A and redistribute weight.

Evaluation Criteria

CriterionPointsDeduction Rules
Price Clarity0-33 = all prices visible before purchase, real money cost clear, no hidden costs. 2 = mostly clear but some ambiguity. 1 = prices partially hidden or only visible at checkout. 0 = player doesn't know what they're paying until after commitment
Currency Display0-22 = premium/free currency clearly distinguished, balance always visible in shop. 1 = distinguishable but requires attention. 0 = confusing or deliberately obscured
Purchase Confirmation0-22 = confirmation step for all purchases showing exactly what is bought and for how much. 1 = confirmation for real money but not premium currency. 0 = one-tap purchase with no confirmation (accidental purchase risk)
Pressure Tactics0-22 = no artificial urgency (no fake timers, no "limited!" on permanent items, no "X people are buying this now"). 1 = mild urgency (real limited-time events). 0 = aggressive pressure tactics. Scoring note: legitimate seasonal events with real end dates = 2. Fake scarcity on permanent items = 0
Refund / Undo Path0-11 = accidental purchases can be undone or refunded within a reasonable window. 0 = no recourse for accidental purchases

Section 4 Score: ___/10

Shop Red Flags

  • Premium currency priced in odd amounts that never divide evenly into item costs (forcing leftover balance)
  • Shop appears before player has had their "aha moment" (monetizing before delight)
  • Items priced so high in free currency that IAP is the only practical path
  • "Best Value!" label on most expensive package without justification
  • No way to preview items before purchase
  • Children can make purchases without parental gate

Forcing Questions (must ask at least 1)

  1. "A player accidentally buys the wrong item with premium currency. What is their recovery path?" — If the answer is "nothing, purchases are final," this will generate support tickets and negative reviews.
  2. "How many sessions does a free player need to earn what a paying player gets instantly? Is that ratio intentional and documented?" — Tests whether the free experience is genuinely viable.

Action Classification

  • AUTO: Missing price labels, purchase without confirmation
  • ASK: Monetization UI placement, currency design, pressure tactic evaluation
  • ESCALATE: Predatory monetization targeting minors, no purchase confirmation for real money

STOP. One issue per AskUserQuestion.


Section 5: Tutorial / Onboarding UI (新手引導) — Weight: varies by mode

Evaluation Criteria

CriterionPointsDeduction Rules
Tooltip Design0-22 = tooltips are contextual, non-blocking, dismissible, and use visual language over text. 1 = functional but text-heavy or poorly timed. 0 = tooltips cover gameplay, are undismissible, or are walls of text
Forced vs Optional0-22 = tutorial teaches through play (learn by doing), skippable for experienced players. 1 = some forced reading but mostly interactive. 0 = unskippable text/video tutorial that teaches by telling instead of showing
Progressive Disclosure0-33 = new mechanics introduced one at a time, each mastered before next introduced. 2 = mostly gradual but some information dumps. 1 = too many concepts at once early on. 0 = all mechanics dumped in first 5 minutes
Visual Language0-22 = icons, colors, and animations communicate meaning without text (e.g., glowing object = interact, red flash = damage). 1 = some visual language but relies heavily on text. 0 = text-only instruction
Recovery from Mistakes0-11 = if player does the "wrong" thing in tutorial, UI guides them back without punishment. 0 = tutorial breaks or gets stuck on incorrect input

Section 5 Score: ___/10

Tutorial Red Flags

  • Tutorial is a separate mode disconnected from real gameplay
  • More than 3 lines of text in a single tooltip
  • No way to skip tutorial on replay
  • Tutorial teaches mechanics the player won't use for 30+ minutes
  • Tutorial doesn't cover the core loop — teaches movement but not the actual game
  • "Press A to continue" for 15+ screens

Forcing Questions (must ask at least 1)

  1. "A player ignores the tutorial completely. Can they figure out how to play from the UI alone?" — Good UI is its own tutorial. If the game requires a tutorial to be playable, the UI may be failing.

Action Classification

  • AUTO: Tooltips covering critical gameplay area, undismissible blocking UI
  • ASK: Tutorial flow design, progressive disclosure pacing, skip-ability decisions
  • ESCALATE: Tutorial is softlocked (player cannot complete tutorial step due to UI bug)

STOP. One issue per AskUserQuestion.


Section 6: Input Adaptation (輸入適配) — Weight: varies by mode

Per-Input-Method Checklist

Controller:

CheckPass Criteria
Button promptsMatch the connected controller (Xbox/PS/Switch icons)
D-pad / stick navigationEvery menu navigable without touch/mouse
Cursor-free interactionNo mouse cursor required
Rumble / hapticsUsed meaningfully (not just vibrate on everything)
Dead zoneConfigurable or sensible defaults

Touch (Mobile):

CheckPass Criteria
Touch targetsAll interactive elements >= 44x44 points
Thumb zonesPrimary actions in bottom 60% of screen (thumb reach)
Gesture discoverySwipe/pinch gestures have visual affordances
One-hand modeCore loop playable with one hand (if applicable)
No hover statesNothing requires hover (impossible on touch)

Keyboard + Mouse:

CheckPass Criteria
All actions bindableEvery action has a keyboard shortcut
Mouse precisionUI targets work at mouse-pointer precision (can be smaller than touch)
Keyboard navigationTab order logical in menus
Shortcut discoveryShortcuts shown in tooltips or settings
Right-click contextWhere appropriate, right-click provides context menus

Evaluation Criteria

CriterionPointsDeduction Rules
Primary Input Coverage0-44 = primary input method fully supported, every interaction works. 3 = works but minor gaps. 2 = significant gaps in primary input. 1 = barely functional. 0 = primary input method broken
Secondary Input Coverage0-22 = secondary input methods work (if applicable). 1 = partially supported. 0 = claimed multi-input but only one works. N/A if single-input game
Input Switching0-22 = hot-swap between input methods works seamlessly, prompts update. 1 = switching works but prompts lag or don't update. 0 = switching causes bugs. N/A if single-input
Platform Conventions0-22 = follows platform UX conventions (B/Circle = back on controller, swipe-to-go-back on iOS). 1 = mostly follows. 0 = violates common platform conventions

Section 6 Score: ___/10

Action Classification

  • AUTO: Wrong button prompts, touch targets below 44px
  • ASK: Input method priority, custom gesture design, controller layout
  • ESCALATE: Primary input method non-functional for core gameplay

STOP. One issue per AskUserQuestion.


Section 7: Accessibility (無障礙) — Weight: varies by mode

Evaluation Criteria

CriterionPointsDeduction Rules
Color Independence0-22 = no information conveyed by color alone (always paired with shape, text, or pattern). Colorblind mode available. 1 = mostly accessible but some color-only information. 0 = critical information is color-only (red/green for friend/enemy with no shape difference)
Text Readability0-22 = font size options, minimum 16px on mobile / 24px at 10-foot, sufficient contrast (WCAG AA 4.5:1). 1 = readable at default but no size options. 0 = text too small or low contrast
Subtitle / Caption Support0-22 = subtitles with speaker identification, size options, background for readability. 1 = basic subtitles. 0 = no subtitles for voice/important audio. N/A if no dialogue
Control Remapping0-22 = full control remapping, one-handed alternatives, hold-vs-toggle options. 1 = partial remapping. 0 = no remapping
Difficulty / Assist Options0-22 = accessibility assists (auto-aim, game speed, invincibility mode, skip combat). 1 = some assists. 0 = no accessibility options. Note: not every game needs all assists — evaluate relative to genre expectations

Section 7 Score: ___/10

Accessibility Red Flags

  • Red/green used as sole differentiator (8% of males are red-green colorblind)
  • Flashing effects with no photosensitivity warning or disable option
  • Required rapid button mashing with no alternative
  • Small text on large screens (console) or large screens viewed from distance
  • Audio-only cues for critical gameplay information (deaf players excluded)
  • Timed events with no pause or time extension option

Forcing Questions (must ask at least 1)

  1. "Turn the game to grayscale. Can you still play?" — If color-only information becomes invisible in grayscale, colorblind players are excluded.

Action Classification

  • AUTO: Color-only information, text below minimum size, missing contrast
  • ASK: Accessibility feature scope, assist mode design, subtitle implementation
  • ESCALATE: Game is unplayable for a common accessibility need (colorblindness, deafness) with no options

STOP. One issue per AskUserQuestion.


Section 8: Cross-Screen Consistency (跨畫面一致性) — Weight: varies by mode

Consistency Checks

CheckWhat to VerifyRed Flag
Color meaningSame color = same meaning everywhere (red = damage, green = heal)Red means "health" in HUD but "delete" in menu
Icon languageSame icon = same action everywhereGear icon means "settings" on one screen, "equipment" on another
Animation styleConsistent easing, duration, direction across all transitionsSome menus slide, others fade, others pop with no pattern
Button stylePrimary/secondary/destructive buttons look the same everywhere"Confirm" is green on one screen, blue on another
TypographySame hierarchy (H1, H2, body) across all screensTitle size varies between screens
SpacingConsistent margins, padding, grid across screensSome screens use 16px margins, others use 24px

Evaluation Criteria

CriterionPointsDeduction Rules
Visual Language Consistency0-4Start at 4. Deduct 1 for each inconsistency category found (max -4)
Interaction Pattern Consistency0-33 = same gesture/action does same thing everywhere. 2 = mostly consistent. 1 = some confusing inconsistencies. 0 = player must re-learn interaction per screen
Design System Evidence0-33 = clear design system (components reused, tokens consistent). 2 = partial system. 1 = ad-hoc per screen. 0 = every screen looks like a different designer made it

Section 8 Score: ___/10

Action Classification

  • AUTO: Measurable inconsistencies (spacing, color values, font sizes)
  • ASK: Design system adoption, style unification approach
  • ESCALATE: UI so inconsistent that players cannot transfer learning between screens

STOP. One issue per AskUserQuestion.


Required Outputs

UX Health Score

Calculate after all sections are reviewed:

UX Health Score (Mode: [A/B/C/D])
═══════════════════════════════════════════════
  Section 1 — First Impression:         _/10  (weight: __%)  → weighted: _.___
  Section 2 — HUD:                      _/10  (weight: __%)  → weighted: _.___
  Section 3 — Menu Flow:                _/10  (weight: __%)  → weighted: _.___
  Section 4 — Shop/Monetization:        _/10  (weight: __%)  → weighted: _.___
  Section 5 — Tutorial/Onboarding:      _/10  (weight: __%)  → weighted: _.___
  Section 6 — Input Adaptation:         _/10  (weight: __%)  → weighted: _.___
  Section 7 — Accessibility:            _/10  (weight: __%)  → weighted: _.___
  Section 8 — Cross-Screen Consistency: _/10  (weight: __%)  → weighted: _.___
  ─────────────────────────────────────────────
  WEIGHTED TOTAL:                       _._/10

  * If Section 4 is N/A (no monetization), redistribute weight:
    Tutorial +5%, Menu Flow +5%, HUD +5%

Score Interpretation:
  8.0-10.0  POLISHED — UI/UX is professional, clear, accessible
  6.0-7.9   SOLID — Functional with identifiable improvements
  4.0-5.9   NEEDS WORK — Players will struggle in multiple areas
  2.0-3.9   MAJOR REVISION — UI is a barrier to enjoying the game
  0.0-1.9   UNUSABLE — Players cannot effectively interact with the game

Behavioral Tests:
  HUD Clarity:        [PASS/PARTIAL/FAIL]
  First Frame:        [PASS/FAIL]
  Tutorial Bloat:     [N words forced, M% ratio]
  Player Patience:    [N/100]
  Mindless Choice:    [N UI friction points found]
  Dead Input:         [PASS/PARTIAL/FAIL]

Top 3 Deductions (biggest point losses):
  1. [Section] [Criterion]: -N because [specific reason]
  2. [Section] [Criterion]: -N because [specific reason]
  3. [Section] [Criterion]: -N because [specific reason]

Completion Summary

/game-ux-review Completion Summary
═══════════════════════════════════
Game: [title]
Branch: [branch]
Mode: [A/B/C/D] — [Mobile/PC/Console/Cross-Platform]
Primary Input: [input method]

Section Results:
  Step 0: Context & Mode — [established / missing items]
  Section 1 — First Impression:         _/10, ___ issues found, ___ resolved, ___ deferred
  Section 2 — HUD:                      _/10, ___ issues found, ___ resolved, ___ deferred
  Section 3 — Menu Flow:                _/10, ___ issues found, ___ resolved, ___ deferred
  Section 4 — Shop/Monetization:        _/10 (or N/A), ___ issues found, ___ resolved, ___ deferred
  Section 5 — Tutorial/Onboarding:      _/10, ___ issues found, ___ resolved, ___ deferred
  Section 6 — Input Adaptation:         _/10, ___ issues found, ___ resolved, ___ deferred
  Section 7 — Accessibility:            _/10, ___ issues found, ___ resolved, ___ deferred
  Section 8 — Cross-Screen Consistency: _/10, ___ issues found, ___ resolved, ___ deferred

WEIGHTED TOTAL: _._/10

Status: DONE / DONE_WITH_CONCERNS / BLOCKED / NEEDS_CONTEXT

Next Step:
  PRIMARY: /prototype-slice-plan — UX reviewed, plan implementation
  (if GDD changes needed): /game-review — update design first

Status definitions:

  • DONE — All sections reviewed, all critical issues resolved, UX Health Score >= 6.0
  • DONE_WITH_CONCERNS — All sections reviewed, some issues deferred, score 4.0-5.9
  • BLOCKED — Review could not complete due to ESCALATE items (UI unusable for target input, critical accessibility failure)
  • NEEDS_CONTEXT — Review paused because critical context is missing (no target platform, no input method known)

UX Improvement Roadmap

Prioritized list of improvements:

Priority 1 — Ship-Blockers (fix before release):
  - [Issue]: [Section], Impact: [High/Medium], Effort: (human: ~X / CC: ~Y)

Priority 2 — High-Impact Quick Wins (fix if time allows):
  - [Issue]: [Section], Impact: [High/Medium], Effort: (human: ~X / CC: ~Y)

Priority 3 — Polish (post-release or next milestone):
  - [Issue]: [Section], Impact: [Medium/Low], Effort: (human: ~X / CC: ~Y)

NOT in Scope

List deferred work:

- [Issue]: Deferred because [reason]. Revisit when [condition].

Regression Delta (if prior UX review exists)

If a prior UX review artifact was found in Artifact Discovery, compare scores:

UX Score Delta:
  Section               Prior    Current  Change
  First Impression:     _/10     _/10     +_
  HUD:                  _/10     _/10     +_
  Menu Flow:            _/10     _/10     +_
  Shop UI:              _/10     _/10     +_
  Tutorial:             _/10     _/10     +_
  Input Adaptation:     _/10     _/10     +_
  Accessibility:        _/10     _/10     +_
  Consistency:          _/10     _/10     +_
  WEIGHTED TOTAL:       _._/10   _._/10   +_._

⚠️ If current < prior: WARN — a change may have introduced a UX regression.

Save Artifact

bash
_DATETIME=$(date +%Y%m%d-%H%M%S)
echo "Saving to: $_PROJECTS_DIR/${_USER}-${_BRANCH}-ux-review-${_DATETIME}.md"

Write to $_PROJECTS_DIR/{user}-{branch}-ux-review-{datetime}.md. Supersedes prior if exists.

Discoverable by: /game-ship, /game-qa, /game-retro


Review Log

bash
[ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-review-log" '{"skill":"game-ux-review","timestamp":"TIMESTAMP","status":"STATUS","score":"SCORE","mode":"MODE","input_method":"INPUT","unresolved":N,"sections":{"first_impression":N,"hud":N,"menu_flow":N,"shop":N,"tutorial":N,"input_adaptation":N,"accessibility":N,"consistency":N},"commit":"COMMIT"}' 2>/dev/null || true

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Game Ux Review AI skill do?

Game UI/UX review. Evaluates HUD readability, menu flow, shop interface, tutorial UI, controller/touch adaptation, and accessibility.

Why use Game Ux Review on TypingMind?

Because you install it once and use it with any model. Game Ux Review is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Ux Review in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/fagemx/gstack-game/tree/main/skills/game-ux-review. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Game Ux Review?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Ux Review?

As many as you like. As long as a model supports skills, you can use Game Ux Review with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Ux Review AI skill free?

Yes. It is published on GitHub by fagemx under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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