ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators)…
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
Claude Code
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feel --agent claude-code
Codex
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feel -a codex -y
Cursor
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feel -a cursor -y
Gemini CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feel -a gemini-cli -y
GitHub Copilot
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feel -a github-copilot -y
OpenCode
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feel -a opencode -y
Windsurf
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feel -a windsurf -y
name: game-feel description: > 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.
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.
but feels weak, weightless, or unsatisfying, and you want it to feel responsive and punchy.
flashes, or to layer multiple feedback channels onto one event.
**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 shader-based dissolves/flashes use `shader-programming` and the engine shader skill. For the concrete tween/particle node APIs, use the engine animation skill (`godot-animation`, `unity-animation`).
One satisfying hit is usually **5–8 tiny responses firing together** within ~100 ms: a sound, a particle burst, a brief hit-stop, a flash, a knockback, a small screen shake, and a number popping up. Each is cheap; stacked, they read as "impact". Two rules keep it from becoming a mess: **(1)** exaggerate *briefly* and return to rest (juice is transient, not a new resting state); **(2)** scale juice to event importance — a footstep is not a boss death.
1. **Confirm the event hooks exist.** Juice attaches to discrete events: `on_hit`, `on_land`, `on_pickup`, `on_death`, `on_fire`. If the mechanic doesn't emit these, add them first. 2. **Pick feedback channels per event** from the menu (sound, particles, shake, hit-stop, flash, knockback, tween, number pop). Start with 2–3; add until it reads, then stop. 3. **Make motion eased, not linear.** Route scale/position/UI changes through a tween with an ease (overshoot for "pop", ease-out for "settle"). Linear motion feels robotic. 4. **Reserve hit-stop and shake for impact.** They are the strongest, most abusable tools — short durations, scaled to importance, and never on routine actions. 5. **Keep feedback off the critical simulation.** Shake moves the *camera/visual*, not the body; hit-stop uses time scale or a real-time pause, not a gameplay-logic stall. 6. **Tune by importance tiers.** Define small/medium/large feedback presets and assign events to a tier, so the whole game's juice stays consistent and proportional. 7. **Verify by playing and watching.** Trigger the event repeatedly; confirm the feedback fires, returns to rest, and is not nauseating or input-blocking. Report what you observed (does shake decay? does input still register during hit-stop?).
# Godot 4.7. Store trauma 0..1; shake = trauma^2 so small hits barely move, big hits punch.
# Drives a Camera2D OFFSET (the visual), never the player body. Decays every frame.
# Camera2D.ignore_rotation defaults to true, so set it false or the roll does nothing.
@export var decay := 1.2 # trauma lost per second
@export var max_offset := Vector2(12, 8)
@export var max_roll := 0.1 # radians
var trauma := 0.0
var _t := 0.0
func add_trauma(amount: float) -> void:
trauma = clampf(trauma + amount, 0.0, 1.0) # hits ADD; they don't reset
func _process(dt: float) -> void:
if trauma <= 0.0: return
trauma = maxf(trauma - decay * dt, 0.0)
var shake := trauma * trauma # quadratic: gentle low, sharp high
_t += dt * 30.0
# Smooth pseudo-random via sampled noise/sin, NOT rand each frame (that buzzes).
offset = Vector2(max_offset.x * shake * sin(_t * 1.7),
max_offset.y * shake * sin(_t * 2.3))
rotation = max_roll * shake * sin(_t * 1.1)
# Unity 6.3 LTS: identical model on a CinemachineCamera via CinemachineBasicMultiChannelPerlin
# (set AmplitudeGain/FrequencyGain from trauma^2); for one-off impacts, CinemachineImpulseSource
# on the hitter + CinemachineImpulseListener on the camera — see camera-systems.# Godot 4.7. Drop time scale, then restore after a REAL-TIME delay (unaffected by time_scale).
var _hit_stop_id := 0
func hit_stop(duration := 0.08, slow := 0.05) -> void:
_hit_stop_id += 1
var my_id := _hit_stop_id
Engine.time_scale = slow
# 4th arg ignore_time_scale=true → the timer still fires while the game is frozen.
await get_tree().create_timer(duration, true, false, true).timeout
if my_id == _hit_stop_id: # a newer hit-stop owns the restore; don't cut it short
Engine.time_scale = 1.0// Unity 6.3 LTS (C#). WaitForSecondsRealtime ignores Time.timeScale, so the timer still elapses.
IEnumerator HitStop(float duration = 0.08f, float slow = 0.05f) {
Time.timeScale =<img src="docs/assets/awesome-gamedev-agent-skills-banner.png" width="820" alt="awesome-gamedev-agent-skills — game-dev skills for AI coding agents.
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