Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add rondorkerin/gamestack --skill ui-ux-and-feedbackgit clone --depth 1 https://github.com/rondorkerin/gamestackWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/rondorkerin/gamestack/ui-ux-and-feedback)<a href="https://agentmods.dev/skills/rondorkerin/gamestack/ui-ux-and-feedback"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/ui-ux-and-feedback/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/ui-ux-and-feedback"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/ui-ux-and-feedback.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00199 | $0.00924 |
| Opus 5 | $0.00100 | $0.00462 |
| Sonnet 5 | $0.00040 | $0.00185 |
| Haiku 4.5 | $0.00020 | $0.00092 |
Grade A, and why
ui-ux-and-feedback scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 40 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UI/UX & Information Design
How to give players exactly the information they need to decide right now — no more, no less — and communicate every game-state change through channels they can read under pressure.
Tier: universal craft (→
gamestack-core). Applies to every genre and every game. The feel of individual UI elements (squash on button press, easing on transition) lives ingame-feel-and-juice, which cites up to this skill; this skill owns the information architecture and UX layer.
When to use this
- Classifying each HUD element on the Fagerholt axes (diegetic / non-diegetic / spatial / meta) and writing a HUD spec contract
- Auditing why players miss critical state, pause constantly to check info, or describe the UI as cluttered or confusing
- Designing or reviewing the feedback vocabulary (visual / audio / haptic / camera) for a mechanic set
- Specifying menu depth, input modality, navigation flow, and settings infrastructure
- Generating a reflowable, data-driven HUD spec from a mechanic inventory
Scope
This skill owns information architecture and UX — what to show, when, in what form, and how to communicate state change. Adjacent concerns live in sibling skills:
- The feel of UI elements — button squish, easing curves, transition timing, UI juice →
game-feel-and-juice(owns the feedback layer; this skill sets what to communicate, that skill sets how good it feels) - Visual contrast, signal color, silhouette, and legibility at the pixel level →
art-direction-and-readability - Tutorial and first-play onboarding sequencing (the teaching layer, not the HUD layer) →
onboarding-and-teaching - Reward structure, flow, and motivation theory underneath the feedback →
game-design-fundamentals - Session rhythm and how menu transitions pace the experience →
pacing-and-the-player-journey
How the pieces fit
GUIDE.md— the cited why, in five sub-domains: the Fagerholt–Lorentzon four-type taxonomy (diegetic / non-diegetic / spatial / meta); information hierarchy and cognitive load (Sweller, Hodent); feedback and game-state communication; menu and navigation flow / input modality; accessibility-adjacent UX. Each rule carries an exemplar + source, a test-for criterion, the named failure mode, and the procedural / headless implication.CHECKLIST.md— Do/Don't + machine-checkable Test-for criteria, grouped by sub-domain. Written to be enforced as validators in a generation loop.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 40 lines · 199 tokens per session scan A 8e7f89758177
ui-ux-and-feedback is a skill published in the GitHub repository rondorkerin/gamestack (28 stars, last pushed 2mo ago), licensed MIT. It adds 199 tokens to every session and 924 once invoked, about $0.0010 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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