game-feel-design
Skill105 starsChanged 8 months agoMITView on GitHub
Design moment-to-moment feedback — hit-stop, screen shake, tweening, and response timing — so actions feel readable and satisfying.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
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- ui-animation-pipelineSkill
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- ui-hud-patternsSkill
- godot-3d-scenesSkill
- godot-build-releaseSkill
- godot-csharp-patternsSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 63
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 64
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “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.
Files
Game Feel Design
Purpose
Design moment-to-moment feedback — hit-stop, screen shake, tweening, and response timing — so actions feel readable and satisfying.
Use When
- core actions feel flat, mushy, or unresponsive in playtests
- feedback layers (visual, audio, haptic) need a coherent budget and priority
- juice additions start hurting readability or competitive clarity
Inputs
- core loop and action set
- input-to-response timing measurements
- existing feedback inventory (VFX, SFX, camera, haptics)
- readability and accessibility constraints
Process
- inventory each player action and its current feedback stack
- define target response timing per action (anticipation, contact, recovery)
- assign feedback layers per action: animation, camera, audio, haptics, UI
- set a juice budget — where intensity helps and where it harms readability
- define tuning variables and exposure so feel can be iterated without code changes
- validate against accessibility needs (shake reduction, flash limits, haptic toggles)
Outputs
- feedback stack specification per core action
- response timing targets
- juice budget with readability limits
- tuning variable list for iteration
Quality Bar
- supports the core fantasy and player goals
- defines readable rules, edge cases, and feedback
- creates concrete hooks for tuning, telemetry, and QA
Common Failure Modes
- stacking effects until readability collapses
- tuning feel by anecdote without timing measurements
- feedback that cannot be reduced or disabled for accessibility
Related Agents
- gameplay-programmer
- ui-ux-designer
- audio-designer
Related Commands
- game-feel-pass
- audio-pass
- ui-flow-review
Related Skills
- accessibility-design
- combat-design
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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