/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
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feel --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/game-feel
Context preview
The summary Claude sees to decide when to auto-load this skill.
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
SKILL.md
game-feel.SKILL.mdname: 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.
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 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`).
Core principle: feedback is layered and exaggerated
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.
Core workflow
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?).
Patterns
1. Screen shake by decaying "trauma" (smooth, not a random jitter)
# 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.
@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) — see camera-systems.2. Hit-stop / freeze frame (sell impact by briefly stopping time)
# Godot 4.7. Drop time scale, then restore after a REAL-TIME delay (unaffected by time_scale).
func hit_stop(duration := 0.08, scale := 0.05) -> void:
Engine.time_scale = scale
# 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
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 scale = 0.05f) {
Time.timeScale = scale;
yield return new WaitForSecondsRealtime(duration);
Time.timeScale = 1f; // RIGHT: real-time wait. WRONG: WaitForSeconds (never resumes at scale 0)
}3. Squash & stretch + overshoot via an eased tween (the "pop")
# Godot 4.7. Conserve volume: stretch one axis, squash the other, then spring back with overshoot.
f
Read more
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.
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 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`).
Core principle: feedback is layered and exaggerated
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.
Core workflow
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?).
Patterns
1. Screen shake by decaying "trauma" (smooth, not a random jitter)
# 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.
@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) — see camera-systems.2. Hit-stop / freeze frame (sell impact by briefly stopping time)
# Godot 4.7. Drop time scale, then restore after a REAL-TIME delay (unaffected by time_scale).
func hit_stop(duration := 0.08, scale := 0.05) -> void:
Engine.time_scale = scale
# 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
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 scale = 0.05f) {
Time.timeScale = scale;
yield return new WaitForSecondsRealtime(duration);
Time.timeScale = 1f; // RIGHT: real-time wait. WRONG: WaitForSeconds (never resumes at scale 0)
}3. Squash & stretch + overshoot via an eased tween (the "pop")
# Godot 4.7. Conserve volume: stretch one axis, squash the other, then spring back with overshoot. f
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Repo: gamedev-skills/awesome-gamedev-agent-skills
Other skills on awesome-gamedev-agent-skills.
- /audio-design
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses,
Open skill - /camera-systems
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera
Open skill - /create-game-assets
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
Open skill - /dialogue-systems
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching
Open skill - /game-ai
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or
Open skill - /game-ui-ux
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine-
Open skill

