Goal
Make every core action feel satisfying and understandable.
Feedback Stack
Use layered feedback:
- Animation: anticipation, impact, recovery.
- Sound: action, hit, reward, failure, purchase, unlock.
- VFX: particles, highlights, trails, popups, camera-safe effects.
- UI: counters tick, bars fill, buttons press, reward deltas appear.
- World response: object changes, enemy reaction, collectible burst.
Rules
- Feedback must clarify state, not obscure it.
- Keep first-session effects readable and quick.
- Budget particles, transparency, lights, and looping sounds for mobile.
- Use consistent audio language for success, danger, rarity, and progression.
- Make rare rewards feel distinct without requiring long animations.
MCP Workflow
- Search scripts and assets for animation, sound, reward, and effect hooks.
- Inspect relevant instances with
search_game_treeandinspect_instance. - Use
search_assetfor audio/visual assets before generating new ones. - Patch trigger code with
multi_editor useexecute_luaufor instance setup. - Playtest and capture with
screen_capture. - Check
get_console_output.
Output
Return:
- Feedback moments.
- Asset or effect choices.
- Trigger ownership.
- Mobile performance risks.
- Verification notes.
Next
Confirm the added juice does not hurt mobile frame rate with roblox-performance-optimization and roblox-mobile-playtest.