3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR…
Use when designing, tuning, or reviewing the moment-to-moment feel of ANY action in ANY genre — responsiveness, input latency, forgiveness windows (coyote time, input buffering), the juice toolkit (hit-stop, screen shake, squash/stretch, particles, easing, sound layering), the
$ npx -y skills add rondorkerin/gamestack --skill game-feel-and-juice --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-feel-and-juiceContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when designing, tuning, or reviewing the moment-to-moment feel of ANY action in ANY genre — responsiveness, input latency, forgiveness windows (coyote time, input buffering), the juice toolkit (hit-stop, screen shake, squash/stretch, particles, easing, sound layering), the
name: game-feel-and-juice description: Use when designing, tuning, or reviewing the moment-to-moment feel of ANY action in ANY genre — responsiveness, input latency, forgiveness windows (coyote time, input buffering), the juice toolkit (hit-stop, screen shake, squash/stretch, particles, easing, sound layering), the 12 animation principles, camera feel, and UI/menu feel. Also use to diagnose controls that feel floaty, laggy, mushy, weightless, or a screen so noisy you can't read game state. Triggers on "game feel", "juice", "juicy", "feels floaty", "feels unresponsive", "input lag", "coyote time", "input buffering", "hit-stop", "screen shake", "squash and stretch", "easing", "tweening", "feedback", "make it feel good", "game feels mushy".
How to make *any* action — a jump, a gunshot, a match-3 pop, a card play, a button press — feel responsive, weighty, and readable. Feel is engineerable: tight control + a consistent simulation + a tuned layer of feedback, with feedback held to a measured ceiling so it communicates instead of overwhelming.
> **Tier:** universal craft (→ `gamestack-core`). Applies to every genre and every game. The combat-specific application of these tools lives in `combat-design`, which cites *up* to this skill.
This skill owns **the feel of an action in isolation** — control, simulation fidelity, and the feedback layered on top. Adjacent concerns live in sibling skills:
> **1. Fix feel before you juice it.** Game feel (Swink) is real-time *control* of an avatar in a consistent *simulated space*; juice is the audiovisual *polish* on top. Polish layered over laggy controls or inconsistent physics is lipstick — strip every effect and the core must still feel right. Order: latency → forgiveness → simulation → *then* juice.
> **2. Juice has a ceiling — it's an inverted U.** The largest study on the subject (Kao 2020, N=3,018) found *Extreme* juice hurts experience, motivation, *and* raw performance as much as *None*. Tune to the **Medium–High band**; reserve the biggest effects for the rarest moments. More feedback that obscures game state makes the player feel *controlled by* the game, not in control of it.
> **Why this matters doubly for a generator:** a human team feels laggy controls or a juice-overloaded screen as "off." An autonomous generator does not. Hand-author the physics constants, the forgiveness windows, and a **per-action feedback budget table** (event × magnitude → bounded bundle) as inviolable contracts; let generation compose vetted parts inside them; run a feedback-budget linter and a physics-contract validator before any content is committed.
Start with `GUIDE.md`, then apply `CHECKLIST.md`.
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Repo: rondorkerin/gamestack
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Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and danger cues, enemy silhouettes…
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