Game Feel logo

Game Feel

OrganizationPopular
gamedev-skills
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.

Overview

Publishergamedev-skills
Repositoryawesome-gamedev-agent-skills
Skill namegame-feel
Stars
1.3K
Forks
107
Bundled files
1
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by gamedev-skills on GitHub. Read the source before you install it.

Installation

Install the Game Feel AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/game-feel
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git /tmp/awesome-gamedev-agent-skills
mkdir -p .claude/skills
cp -r /tmp/awesome-gamedev-agent-skills/skills/disciplines/game-feel .claude/skills/game-feel
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Feel in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Feel on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Feel is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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)

gdscript
# 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)

gdscript
# 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
csharp
// 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")

gdscript
# Godot 4.7. Conserve volume: stretch one axis, squash the other, then spring back with overshoot.
func pop(node: Node2D) -> void:
    node.scale = Vector2(1.3, 0.7)                       # instant squash on the event
    var tw := create_tween()
    tw.tween_property(node, "scale", Vector2.ONE, 0.18) \
      .set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)   # BACK = overshoots past 1, settles
# RIGHT: ease back (TRANS_BACK/ELASTIC) for life. WRONG: linear tween → mechanical, dead.

4. A feedback bundle scaled by importance (keep juice proportional)

gdscript
# One call per event; the tier decides intensity so the whole game stays consistent.
func feedback(event_pos: Vector2, tier: String) -> void:
    match tier:
        "small":  AudioBus.play("tick");  Camera.add_trauma(0.15)
        "medium": AudioBus.play("hit");   Camera.add_trauma(0.4);  hit_stop(0.05); spawn_particles(event_pos, 6)
        "large":  AudioBus.play("boom");  Camera.add_trauma(0.8);  hit_stop(0.12); spawn_particles(event_pos, 30); flash_white(0.06)

Pitfalls

  • Shaking the player/body instead of the camera offset desyncs collision and aim. Shake the camera (or a visual pivot), never the simulated transform.
  • Random offset every frame buzzes like static. Drive shake from sampled noise/sin and a decaying trauma value so it's smooth and self-ending.
  • Hit-stop with WaitForSeconds / a scaled timer never resumes (at time scale 0 the timer never advances). Use a real-time wait (WaitForSecondsRealtime, or Godot's ignore_time_scale timer).
  • Hit-stop on every frame of a held attack locks the game. Trigger it once per impact.
  • Linear tweens everywhere feel robotic. Ease almost everything; reserve overshoot (BACK/ELASTIC) for "pop" and ease-out for "settle".
  • Permanent exaggeration (scale never returns, shake never decays) becomes the new normal and stops reading as feedback. Juice must return to rest.
  • Over-juicing routine actions (full shake + hit-stop on every footstep) causes nausea and hides real impacts. Scale to importance; add a "reduce screen shake"/"reduce flashing" accessibility option.
  • Feedback that blocks input (long freeze, un-cancelable animation) hurts responsiveness. Keep juice short and let input buffer through it.

References

  • For the trauma-shake math, easing-curve cheat sheet (which ease for pop vs settle), knockback
    • flash + number-pop recipes, importance-tier presets, and per-engine tween/particle bindings, read references/feedback-recipes.md.

Related skills

  • camera-systems — owns camera follow/deadzone/orbit; this skill only feeds it shake trauma.
  • godot-animation, unity-animation — concrete tween/AnimationPlayer/particle APIs juice rides on.
  • audio-design — the sound layer of every feedback bundle; ducking and SFX variation.
  • physics-tuning — knockback forces and the timestep juice must not destabilize.
  • platformer, fps-shooter, roguelike — genres whose moment-to-moment feel this elevates.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Game Feel AI 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.

Why use Game Feel on TypingMind?

Because you install it once and use it with any model. Game Feel is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Feel in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/disciplines/game-feel. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Game Feel?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Feel?

As many as you like. As long as a model supports skills, you can use Game Feel with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Feel AI skill free?

Yes. It is published on GitHub by gamedev-skills under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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