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game-feel

Skill27 starsChanged 2 months agoMITView on GitHub

Game feel - the moment-to-moment tactile layer: juice, hitstop, coyote time, input buffering, screen shake, telegraphing, camera lead/lag, readability. Use when the rules are right but the game feels mushy, unfair, or flat.

8 other projects use a version of this.

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Projects with it also use audio-design, save-systems and 10 more.

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Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • ukanwatSkill

    audio-design

    Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.

    Also in 6 projects that use this

  • ukanwatSkill

    save-systems

    Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.

    Also in 5 projects that use this

  • MRCalderon3DSkill

    unreal-enhanced-input

    Implement Unreal input with Enhanced Input — Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping.

    Also in 4 projects that use this

  • +9 more from ukanwat

The file

Files
SKILL.md

feel/ — the tactile layer

The rules can be correct and the game still feel dead. Feel is what happens in the 100ms around an input. Pull one page; stacking all nine at once is how a game turns into a fireworks show.

pagewhat it fixes
juicing.mdactions land flat — stack visual + shake + particles + sound + freeze
hitstop.mdhits have no weight — freeze motion 50–120ms on impact
coyote-time.mdjumps feel unfair — allow the jump 100–150ms after leaving the ledge
input-buffering.md"I pressed it!" — cache input 100–200ms, fire at the next legal moment
screen-shake.mdshake reads as noise or nausea — amplitude/frequency/decay/anisotropy/throttle
telegraphing.mddeaths feel cheap — every threat shows a 0.5–2s windup
frame-readability.mdone frame doesn't say who's the player, the threat, the goal
camera-lag.mdthe player leaves frame, or is pinned and can't see ahead
destruction-feedback.mdthings break without feeling broken — the full destruction layer stack

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