Use when improving GSD runtime UI in the browser game, including HUD, dialogue box, choice hierarchy, memo panel, save/load panel, scene goal cards, responsiveness, and input flow.
Use this skill when the task is primarily in the runtime presentation layer.
Do not use this as the primary skill when the job is mostly about authoring new investigation scene content. In that case, use gsd-priority-investigation first and this skill second only if runtime UI also changes.
G:\GSD\game\index.htmlG:\GSD\game\css\main.cssG:\GSD\game\css\dialogue.cssG:\GSD\game\css\effects.cssG:\GSD\game\js\engine\choice.jsG:\GSD\game\js\engine\dialogue.jsG:\GSD\game\js\engine\evidence.jsG:\GSD\game\js\engine\save.jsG:\GSD\game\js\engine\scene.jsG:\GSD\game\js\main.jsHUD가 지금 무엇을 조사 중인지 더 분명하게 보여주게 다듬어줘메모 패널과 저장 패널이 겹칠 때 UX를 정리해줘좁은 해상도에서 배너와 선택지가 겹치지 않게 손봐줘?v= in game/index.html.새 게임이어하기EscM / S / Lhttp://127.0.0.1:4173 respondsG:\GSD\gamegsd-browser-qa and the scene-local Playwright runners first?v= bumps after browser-loaded JS or CSS changesnode --check G:\GSD\game\js\engine\choice.js
node --check G:\GSD\game\js\engine\scene.js
node --check G:\GSD\game\js\main.js
Add other node --check calls for touched files.
For targeted browser QA, prefer:
node G:\GSD\.qa-node\scene_boot_check.js
node G:\GSD\.qa-node\scene_choice_runner.js
node G:\GSD\.qa-node\evidence_choice_runner.js
Use wrapper scripts as fallback broad checks:
powershell -ExecutionPolicy Bypass -File G:\GSD\content\tools\run_browser_playtest_save_flow.ps1
powershell -ExecutionPolicy Bypass -File G:\GSD\content\tools\run_browser_playtest_full_run.ps1
?v= first.ERR_CONNECTION_REFUSED during Playwright boot usually means the local server is down, not that the runtime itself is broken.node --checkIf UI needs repeatable content like memo items, labels, questions, or goal text, prefer table-backed content over duplicated hardcoding.