app-store
App Store optimization and marketing skills for descriptions, screenshots, keywords, review responses, and comprehensive promotional strategy. Use when user…
Game feel ("juice") for Apple apps — celebration choreography, haptic vocabulary design, sound-effect layers, and the event×channel feedback audit. Use when big moments fall flat, when designing haptics or SFX, or when auditing whether every meaningful event actually reaches the
$ npx -y skills add rshankras/claude-code-apple-skills --skill game-feel --agent claude-codeHow it fires
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/game-feelContext preview
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Game feel ("juice") for Apple apps — celebration choreography, haptic vocabulary design, sound-effect layers, and the event×channel feedback audit. Use when big moments fall flat, when designing haptics or SFX, or when auditing whether every meaningful event actually reaches the
name: game-feel
description: Game feel ("juice") for Apple apps — celebration choreography, haptic vocabulary design, sound-effect layers, and the event×channel feedback audit. Use when big moments fall flat, when designing haptics or SFX, or when auditing whether every meaningful event actually reaches the user.
allowed-tools: [Read, Glob, Grep]
last_verified: 2026-07-18
review_by: 2027-06-22
os_version: iOS 26 / macOS 26Makes an app's meaningful moments *land* — through coordinated motion, haptics, and sound. Animation technique lives in `design/animation-patterns`; confetti/badge generation lives in `generators/milestone-celebration`. This skill is the **discipline layer**: which events deserve feedback, on which channels, and how to verify nothing important is silent.
Use this skill when the user:
| Channel | Who perceives it | |---------|------------------| | Haptics | Only the person **holding** the device | | Screen motion | Whoever is **looking** at the screen | | Audio | The whole **room** | | Torch / flash | The whole room, even in noise |
A single-user utility can lean on haptics. A shared-phone or room-facing app (party games, kitchen timers, presentations) **must** put its signature moments on a room-scale channel. The most common juice failure: all feedback is haptic, and the phone is lying on a table.
Tick < action confirmed < success < round complete < **winner**. If the rarest event (winning) fires the same pattern as a routine one (round end), the app has no climax. Reserve the biggest pattern, the confetti burst, and the fanfare for the rarest event.
If the timer's ring turns amber at 10s and red at 5s, the haptic tier and any audio tick must escalate at the *same* thresholds. Cross-channel disagreement reads as broken, not layered.
Exactly **one** code layer fires feedback for a given event. When an engine *and* a view-store both react to "music stopped", the user gets a double-buzz. Decide the owner (usually the layer closest to the state machine) and make the other layer silent.
Every effect must be attached to an event the user cares about. Ambient/always-on effects (background particles, looping glows) are *texture*, not feedback — keep them static or slow, and never let them compete with event feedback.
What do you need? │ ├─ Which events should have feedback, and on which channels? │ └─ → feedback-audit.md (event×channel matrix + three-lens audit) │ ├─ Design or review haptics (vocabulary, service architecture, APIs) │ └─ → haptic-design.md │ ├─ Add a sound-effect layer (assets, latency, AVAudioSession coexistence) │ └─ → sound-design.md │ ├─ HOW to animate a celebration/transition you've already decided on │ └─ → design/animation-patterns (springs, transitions, symbol effects) │ ├─ Generate confetti / badge / milestone UI code │ └─ → generators/milestone-celebration │ └─ Animated SF Symbols for feedback moments └─ → design/sf-symbols (preset vocabulary)
When reviewing an app's game feel, verify:
| File | Content | |------|---------| | [feedback-audit.md](feedback-audit.md) | Event×channel matrix method, three-lens audit (runnable subagent prompts), scoring rubric, output format | | [haptic-design.md](haptic-design.md) | API decision table, semantic-vocabulary service architecture, pattern design rules, lifecycle, pitfalls | | [sound-design.md](sound-design.md) | Minimal SFX kit, asset formats and latency, AVAudioSession coexistence with music, silent-switch policy, pitfalls |
A collection of Claude Code skills for iOS, macOS, watchOS, visionOS, and Apple platform development. These skills help you plan and build apps, maintain code quality, ensure HIG compliance, and guide you from idea to App Store.
Repo: rshankras/claude-code-apple-skills
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