Atlas / Skills / gamedev-skills / Game Feel

Game FeelSAFE

skills/gamedev-skills/game-feel

74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic launched as Claude Skills), with a router that loads the right skill for your engine and task. Runs in Claude Code, Cursor, Kiro,

Verdict
SAFE
Grade
B
Trust score
89 /100
Version
—
Hosts
—
License
Apache-2.0
Stars
5,117
01

Overview

74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic launched as Claude Skills), with a router that loads the right skill for your engine and task. Runs in Claude Code, Cursor, Kiro,

Read from source at commit ce7fb69133eeOBSERVED · 2026-10-28
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02

What it tells the agent

The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.

---
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)

```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.
# 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.
```

### 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).
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
```

```csharp
// 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 =
03

Trust audit

SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.

LayerWhat it checksResult
L0Provenance & inventoryPASS
L1Static analysis of the codeNA
L2Instruction surface (what it tells the agent)PASS
L3Class-specific surfacePASS
L4Behavioural (sandbox)SKIPPED

What the source does

Filesystem
none-observed
Network
none-observed
Shell
none-observed
Dependencies
pinned
Secrets in source
none-found

Findings (0)

No findings outside the package's declared scope.

Gates applied: no_behavioural_pass.

Audited 2026-10-28 · audit v0.4.1 · source sha ce7fb69133eefull audit observations/trust-audit/skill/gamedev-skills__game-feel.json · Report an issue / request a re-scan
04

Audit history

Every audit this skill has had.

DateSourceVerdictGradeScoreChange
2026-10-28ce7fb69133eeSAFEB89first audit
05

Questions

What does the game-feel — gamedev-skills/awesome-gamedev-agent-skills skill do?

74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic launched as Claude Skills), with a router that loads the right skill for your engine and task. Runs in Claude Code, Cursor, Kiro,

Is game-feel — gamedev-skills/awesome-gamedev-agent-skills safe to install?

The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.

What can game-feel — gamedev-skills/awesome-gamedev-agent-skills access on my machine?

The audit observed no filesystem, network or shell use at all in its source.

How current is this page?

The grade is for one exact copy of the source (ce7fb69133ee), read on 2026-10-28. The repository is watched, and a new audit runs when it changes — this is the first audit.

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