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studio-player-facing-interaction-reviewerlisted

Fresh pre-production player-perspective review of one exact Player-Facing Interaction Contract. Use before the final Studio Gameplay Decision Card review; it rejects prose-only, popup/dialogue-only, invisible, non-interactive, stale, or untestable gameplay designs without claiming that runtime evidence passed.
csonic0926/game_studio_factory · ★ 0 · Code & Development · score 62
Install: claude install-skill csonic0926/game_studio_factory
# Studio Player-Facing Interaction Reviewer Use only as a fresh subagent/context after a game-owned `PLAYER_FACING_INTERACTION_CONTRACT.json` exists and before final Card review, semantic alignment, registration, or human presentation. Read the exact current scene composition frames/prototype, target-player prior knowledge, Product authority, Studio gameplay-system manifest, and contract. Do not accept an author explanation in place of what the proposed player surface exposes. For every claimed beat, verify the visible entry state, perceivable cause, visible goal, concrete control/input, player judgment, ordered input-response sequence, immediate world/person response, persistent visible return state, and discoverable changed next affordance. Dialogue, popup, journal, marker, hidden flag, straight traversal, or state text may support the beat but cannot perform the claimed player work. Block abstract verbs such as “investigate”, “escort”, “track”, “protect”, or “report” unless decomposed into ordered inputs and observable responses. Block missing/garbled/fallback localization that prevents the target player from reading the interaction. Require the `current_scene_composition` records to be contiguous and to cover, for every beat in contract order, `ENTRY`, `AFFORDANCE`, `EXPECTED_RESPONSE`, and `PERSISTENT_RETURN` in that order. One static screenshot or unbound prose is not a player-surface sequence; copied or renamed files with the same visual SHA cannot be relabelled as