Agent skill · Media & Video

game-feel

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.

gamedev-skillsgithub.com/gamedev-skillsGitHub ↗
claude-codeclinecodexcursorcopilotwindsurfApache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feel --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 9 KB
Bundled scripts: none
Requires: Engine-agnostic techniques; snippets in GDScript (Godot 4.x) and C# (Unity 6) with pseudocode. Pairs with…
Path: skills/disciplines/game-feel/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# Game feel (juice) The difference between a mechanic that *works* and one that feels *good* is feedback: the layered, slightly-exaggerated response an action provokes. This skill covers the engine- neutral techniques — screen shake, hit-stop, easing, squash & stretch, knockback, and stacked feedback — and tells you how to apply them without burying the underlying simulation. It **adds polish on top of** an existing mechanic; it does not implement the mechanic. ## When to use - Use when an action (hit, jump, dash, pickup, death, button press) is mechanically correct but feels weak, weightless, or unsatisfying, and you want it to feel responsive and punchy. - Use to add screen shake, hit-stop/freeze frames, eased motion, squash & stretch, knockback, flashes, or to layer multiple feedback channels onto one event. - Use to decide *how much* juice is enough and where it crosses into noise. **When *not* to use:** for the raw controller math (jump height, coyote time) use the `platformer` genre and the engine movement skill. For camera *follow/deadzone/orbit* framing use `camera-systems` (this skill only triggers the shake). For mixing, ducking, and adaptive music use `audio-design`. For

What's inside
Steps it walks through
  1. When to use
  2. Core principle: feedback is layered and exaggerated
  3. Core workflow
  4. Patterns
  5. 1. Screen shake by decaying "trauma" (smooth, not a random jitter)
  6. 2. Hit-stop / freeze frame (sell impact by briefly stopping time)
  7. 3. Squash & stretch + overshoot via an eased tween (the "pop")
  8. 4. A feedback bundle scaled by importance (keep juice proportional)
  9. Pitfalls
  10. References
  11. Related skills
Ships with 1 file
  • references/feedback-recipes.md
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About this skill
What does the game-feel skill do?

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 do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feel --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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