gsp-feel-audit

Compare original and translation side by side

🇺🇸

Original

English
🇨🇳

Translation

Chinese

Game Feel Audit

游戏手感审计

Goal

目标

Audit whether the game seems responsive, readable, and satisfying rather than merely functional.
审计游戏是否具备响应性、易读性与愉悦感,而非仅满足功能性需求。

Outputs

输出形式

Follow the
gsp-orchestrator
output strategy:
  • inline (default): present findings in conversation.
  • minimal or full: write to
    docs/game-studio/audit/audit-summary.md
    ,
    docs/game-studio/audit/scorecard.json
    ,
    docs/game-studio/audit/ux-findings.md
    .
Use:
  • ../../shared/checklists/gsp-feel-audit-checklist.md
  • ../../shared/checklists/game-feel-pillars.md
  • ../../shared/reference/audit-confidence-and-evidence.md
遵循
gsp-orchestrator
输出策略:
  • inline(默认):在对话中呈现审计结果。
  • minimalfull:写入
    docs/game-studio/audit/audit-summary.md
    docs/game-studio/audit/scorecard.json
    docs/game-studio/audit/ux-findings.md
    文件。
参考文件:
  • ../../shared/checklists/gsp-feel-audit-checklist.md
  • ../../shared/checklists/game-feel-pillars.md
  • ../../shared/reference/audit-confidence-and-evidence.md

Evaluate

评估维度

  • apparent input-to-response latency in the implementation
  • camera behavior around motion and impact
  • timing support for attacks, movement, traversal, or collection
  • feel debt caused by missing polish hooks
  • emotionally dead interactions that need stronger juice or pacing
  • 实现中的输入到响应的表观延迟
  • 运动与冲击场景下的镜头表现
  • 攻击、移动、探索或收集操作的时机支持
  • 因缺失打磨环节导致的手感缺陷
  • 缺乏感染力的交互,需增强反馈或调整节奏

Important

重要提示

Without runtime evidence, do not overstate certainty. Identify whether findings are confirmed or probable.
若无运行时证据,请勿过度断言。需明确标注审计结果是已确认还是可能性结论。