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Design skills for Apple platform UI — Liquid Glass, animations, game feel (haptics, sound, celebrations), UI prototyping, UX writing, SF Symbols, and typography. Use when implementing design language features, adding juice/feedback, writing interface copy, or choosing type and iconography.

Use this Skill: https://skilld.dev/gh/rshankras/claude-code-apple-skills/design

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game-feelfeedback-audit.md

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Feedback Audit

A systematic method for answering: does every meaningful event actually reach its audience? Produces an event×channel matrix, a scored report, and a tiered fix list.

Step 1 — Build the event×channel matrix

List every meaningful event in the app (per mode/flow if the app has modes). For each, record what fires on each channel — from the code, not from memory — and who must perceive the event.

Event Audience Visual motion Haptic Audio Verdict
Round starts holder — — — 🔴 silent everywhere
Correct answer room — .correct — 🟠 room can't perceive it
Timer final 5s room ring → red .timerUrgent — 🟡 visual+haptic, no audio
Music stops (freeze) room ember flash + torch .roundEnd (music cut = the cue) ✅ multi-channel
Winner declared room — .roundEnd — 🔴 climax = routine pattern

Verdict rules:

  • Signature events need ≥2 channels; room-audience events need ≥1 room-scale channel (audio, display-size motion, torch)
  • 🔴 = signature/room event with zero or wrong-reach feedback, or climax reusing a routine pattern
  • 🟠 = meaningful event on one channel only, or channel escalations disagreeing
  • 🟡 = adequate but flat (static where motion is expected; generic where signature is expected)
  • ✅ = channels match audience and rarity

Step 2 — The three-lens code sweep

Run three parallel, read-only audits (subagents if available; sequential passes otherwise). Facts with file:line evidence only — no quality judgments until synthesis. Explicit "NOT FOUND" beats silence.

Lens 1 — Haptics + sound inventory. Find the haptics mechanism (Core Haptics service? .sensoryFeedback? scattered generators?) and describe its architecture: central or ad hoc, lifecycle handling, injection seams, capability gating. Map every fire-site to its event, per mode. Then find every sound-effect mechanism and bundled audio asset (search for player APIs and .caf/.wav/.m4a files); report the AVAudioSession category/options and interruption handling; report user-facing toggles. List events that fire nothing.

Lens 2 — Motion inventory. Find every animation API use (withAnimation, .animation, .transition, .contentTransition, phaseAnimator, keyframeAnimator, matchedGeometryEffect, .symbolEffect, TimelineView, custom Animatable). Summarize the vocabulary: which curves/durations, shared tokens or scattered literals. Inspect each celebration moment (winner, score change, reveal, elimination): what actually moves? Check every timer/progress visualization for stepping vs. interpolation. Verify Reduce Motion gates on all large-scale motion and list ungated cases. Check loading states at climactic moments for bare spinners.

Lens 3 — Cohesion + reach. Which screens carry the app's design system vs. stock chrome (stock empty-state views, default button styles, system-typography islands)? For each room-facing screen: are the primary readouts at display scale? Cross-check channel escalation thresholds (visual color changes vs. haptic tiers vs. audio ticks) for agreement. Flag double-fire owners (two layers reacting to one event).

Step 3 — Score and report

Rate each dimension; anchor every score to matrix rows and lens evidence:

Dimension Poor (1–3) Adequate (5–6) Excellent (8–10)
Feedback coverage Signature events silent Most events on one channel Matrix full; channels match audience
Rarity gradient Winner = routine pattern Some differentiation Climaxes unmistakably biggest
Motion craft Hard cuts, jumping numbers Standard transitions Choreographed, tokenized, interruptible
Haptic design Scattered presets Central service, generic patterns Semantic vocabulary, tuned tiers
Sound design None where room needs it Minimal kit, session-correct Rarity-scaled kit, deliberate policies
Accessibility parity Ungated motion, no toggles Reduce Motion gated Static equivalents + haptic/mute toggles

Output Format

## Game-Feel Audit — [App]

### Scorecard
| Dimension | Score | Evidence |

### Event×Channel Matrix
[the matrix, worst rows first]

### Findings
🔴 Critical: [silent signature moments, wrong-reach feedback]
🟠 High: [single-channel signature events, double-fires, escalation disagreement]
🟡 Medium: [flat-but-present feedback, stock islands]
🟢 Low: [tokenization, minor polish]

### Fix tiers
Tier 1 — wiring (hours): missing haptic events, numericText, symbol effects
Tier 2 — celebration moments (day): confetti burst, reveals, transitions
Tier 3 — sound layer (day + assets + policy decisions): see sound-design.md

Tier 3 always requires user decisions (silent-switch policy, asset sourcing) — surface them, never assume.

Honest limits

A code audit verifies existence and wiring, not feel. Intensity curves, animation timing, loudness balance, and torch visibility are device-only judgments — end every audit report by scheduling a device pass. The Simulator plays no haptics and its audio timing lies.

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub16d

    The skill is generally safe and follows established developer practices for Apple platform UI design. A minor security surface was identified regarding the ingestion of local documentation files which could potentially be used for indirect prompt injection. The skill also includes standard command execution for prototype builds and references trusted documentation sources.

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    No alerts

  • Snyk16d

    Risk: LOW · No issues

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Signed by skilld at 34fe932. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 2 months ago.

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last_verified
2026-07-18
review_by
2027-06-22
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iOS 27 / macOS 27
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