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.
Adopted by
Most recently taken up by
- gamedev-skills/awesome-gamedev-agent-skillstheir own version, first seen Oct 23, 2026
- rodrigo-guerraa/roblox-hubtheir own version, first seen Oct 17, 2026
- Amition/minigame-enginetheir own version, first seen Oct 8, 2026
- ronniebasak/game-feel-skilltheir own version, first seen Aug 21, 2026
- ukanwat/aaabenchtheir own version, first seen Aug 15, 2026
- ukanwat/overtimetheir own version, first seen Aug 15, 2026
Used with
Projects with it also use audio-design, save-systems and 10 more.
Other files people use alongside this one.
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.
ukanwatSkillaudio-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
ukanwatSkillsave-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
MRCalderon3DSkillunreal-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
Other versions8 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 8
- gamedev-skills/awesome-gamedev-agent-skills★ 6.4ksame name
- ukanwat/aaabench★ 399same name
- ukanwat/overtime★ 399same name
- ukanwat/selfstarter★ 399same name
- jarrodmedrano/jarrod-claude-skills★ 2same name
- rodrigo-guerraa/roblox-hub★ 2same name
- Amition/minigame-engine★ 1same name
- ronniebasak/game-feel-skill★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository15 other files it gives its agents.
- AGENTS.mdAGENTS.md
- craftSkill
- game-architectureSkill
- game-audioSkill
- game-axiomsSkill
- game-mechanicsSkill
- game-narrativeSkill
- game-onboardingSkill
- game-playbooksSkill
- game-qualitySkill
- gameSkill
- objectSkill
- skillsSkill
- threeSkill
- worldSkill
The file
Files
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.
| page | what it fixes |
juicing.md | actions land flat — stack visual + shake + particles + sound + freeze |
hitstop.md | hits have no weight — freeze motion 50–120ms on impact |
coyote-time.md | jumps 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.md | shake reads as noise or nausea — amplitude/frequency/decay/anisotropy/throttle |
telegraphing.md | deaths feel cheap — every threat shows a 0.5–2s windup |
frame-readability.md | one frame doesn't say who's the player, the threat, the goal |
camera-lag.md | the player leaves frame, or is pinned and can't see ahead |
destruction-feedback.md | things break without feeling broken — the full destruction layer stack |
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