ui-ux-and-feedback

ui-ux-and-feedback is a skill for Claude Code from rondorkerin/gamestack. It costs 199 tokens per session (924 once invoked), scanned A, original, MIT.

A guide to designing and reviewing the user interface of a game, including its HUD, menus, controls, and ways of showing changes to the player. A HUD is the on-screen information display used during play.

In plain words
What is it for?
Use it to plan information hierarchy, feedback through visuals, sound, vibration, or camera movement, menu navigation, input methods, settings, and accessibility.
Why use it?
It helps identify why players miss important information or find a game confusing and cluttered.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the gamestack plugin — 26 skills shipped together

Good fit Use it to plan information hierarchy, feedback through visuals, sound, vibration, or camera movement, menu navigation, input methods, settings, and accessibility.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/rondorkerin/gamestack/ui-ux-and-feedback
Install

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.

Any agent
npx skills add rondorkerin/gamestack --skill ui-ux-and-feedback
Clone the repo
git clone --depth 1 https://github.com/rondorkerin/gamestack

Made for: Claude Code.

Or install gamestack, the plugin that ships this one along with the rest of its 26 skills.

Wrote 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.

agentmods badge for ui-ux-and-feedback

README.md
[![agentmods](https://agentmods.dev/badge/skills/rondorkerin/gamestack/ui-ux-and-feedback/github.svg)](https://agentmods.dev/skills/rondorkerin/gamestack/ui-ux-and-feedback)
Your own site
<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.

agentmods 80×15 button for ui-ux-and-feedback

Your own site · 80×15
<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>
Per session 199 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 924 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 11d ago against content hash 8e7f89758177, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

plugins/gamestack/skills/ui-ux-and-feedback/SKILL.md · 40 lines

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 in game-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.

Read the full file on GitHub · 40 lines

Files

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.

Changes

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.

  1. 11d ago First seen · 40 lines · 199 tokens per session scan A 8e7f89758177

Subscribe to this mod's changes

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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