Skills for Real Engineers. Straight from my .agents directory.
game-feel
Agent skill fromgamedev-skills/awesome-gamedev-agent-skills
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
How to install game-feel
npx skills add gamedev-skills/awesome-gamedev-agent-skills# or add only this skill to Claude Code: copy the folder
skills/disciplines/game-feel/
# into
~/.claude/skills/game-feel/ (all projects)
.claude/skills/game-feel/ (one project)
1# Game feel (juice)23The difference between a mechanic that *works* and one that feels *good* is feedback: the4layered, slightly-exaggerated response an action provokes. This skill covers the engine-5neutral techniques — screen shake, hit-stop, easing, squash & stretch, knockback, and stacked6feedback — and tells you how to apply them without burying the underlying simulation. It7**adds polish on top of** an existing mechanic; it does not implement the mechanic.89## When to use1011- Use when an action (hit, jump, dash, pickup, death, button press) is mechanically correct12 but feels weak, weightless, or unsatisfying, and you want it to feel responsive and punchy.13- Use to add screen shake, hit-stop/freeze frames, eased motion, squash & stretch, knockback,14 flashes, or to layer multiple feedback channels onto one event.15- Use to decide *how much* juice is enough and where it crosses into noise.1617**When *not* to use:** for the raw controller math (jump height, coyote time) use the18`platformer` genre and the engine movement skill. For camera *follow/deadzone/orbit* framing19use `camera-systems` (this skill only triggers the shake). For mixing, ducking, and adaptive20music use `audio-design`. For shader-based dissolves/flashes use `shader-programming` and the21engine shader skill. For the concrete tween/particle node APIs, use the engine animation skill22(`godot-animation`, `unity-animation`).2324## Core principle: feedback is layered and exaggerated25…
Excerpt shown under the repository's Apache-2.0 license.
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