interaction-reward-momentslisted
Install: claude install-skill ajitta/Game-Engagement-Retention-Skills
# Interaction Reward Moments
A reward moment is a short interaction where anticipation, agency, uncertainty, feedback and meaning combine into one experience peak — a design term, never a claim about neurochemistry, and "dopamine point" never reaches an answer. This file carries the procedure only: every lens, pattern, bound, range and citation lives in a reference module named below, read at generation time and never recalled. Session length is a diagnostic of loop satisfaction, never a target — a four-minute session is evidence about the loop, and inflating the number is not the deliverable.
## Input
$ARGUMENTS
**Step 0 — 입력 확인.** Fill each required input from the request. For any you cannot fill: if a wrong guess would change **which** proposals you make, ask — one message, all missing items bundled, at most four questions, then stop and wait. If a wrong guess would only change the tuning, write it under `## 전제` tagged `[가정]` and proceed. Never ask twice. If the session cannot ask (non-interactive, piped prompt, or the user said to just answer), assume everything and answer. Assumption bookkeeping is not the deliverable: `## 전제` keeps its four-line cap, carries only the assumptions that would change *which* proposals you make, and never says that you were unable to ask — a first screen spent on caveats is a first screen the designer did not get an answer on.
Required: product and genre or domain · platform — mobile, PC-Steam, console, web, Roblox-UGC · shipping market