agentleFS
AshExplainedAshExplained/roblox-skills/roblox-animation-audio-feedback/SKILL.md

roblox-animation-audio-feedback

Skill5 starsChanged 5 months agoMITView on GitHub

Improve Roblox feel through animation, audio, VFX, haptics-like feedback, reward juice, movement feel, combat feedback, UI transitions, emotes, and satisfying loop feedback without hurting mobile performance.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 3 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Keep first-session effects readable and quick.

    line 25
  2. Distinctive:

    Use consistent audio language for success, danger, rarity, and progression.

    line 27
  3. Distinctive:

    Search scripts and assets for animation, sound, reward, and effect hooks.

    line 32
  4. Very specific:

    Use search_asset for audio/visual assets before generating new ones.

    line 34

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Roblox Animation Audio Feedback

Goal

Make every core action feel satisfying and understandable.

Feedback Stack

Use layered feedback:

  • Animation: anticipation, impact, recovery.
  • Sound: action, hit, reward, failure, purchase, unlock.
  • VFX: particles, highlights, trails, popups, camera-safe effects.
  • UI: counters tick, bars fill, buttons press, reward deltas appear.
  • World response: object changes, enemy reaction, collectible burst.

Rules

  • Feedback must clarify state, not obscure it.
  • Keep first-session effects readable and quick.
  • Budget particles, transparency, lights, and looping sounds for mobile.
  • Use consistent audio language for success, danger, rarity, and progression.
  • Make rare rewards feel distinct without requiring long animations.

MCP Workflow

  1. Search scripts and assets for animation, sound, reward, and effect hooks.
  2. Inspect relevant instances with search_game_tree and inspect_instance.
  3. Use search_asset for audio/visual assets before generating new ones.
  4. Patch trigger code with multi_edit or use execute_luau for instance setup.
  5. Playtest and capture with screen_capture.
  6. Check get_console_output.

Output

Return:

  • Feedback moments.
  • Asset or effect choices.
  • Trigger ownership.
  • Mobile performance risks.
  • Verification notes.

Next

Confirm the added juice does not hurt mobile frame rate with roblox-performance-optimization and roblox-mobile-playtest.

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.