Game feel ("juice") for Apple apps — celebration choreography, haptic vocabulary design, sound-effect layers, and the event×channel feedback audit.

MITAuto-check passedMedia & Creative

Install Game Feel

skills CLI
$ npx skills add rshankras/claude-code-apple-skills --skill game-feel -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install rshankras/claude-code-apple-skills game-feel --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/rshankras/claude-code-apple-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/design/game-feel .claude/skills/game-feel && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
game-feel
GitHub stars
787
Token cost
~1.6k tokens
SKILL.md length
630 words
Files
4
Skills in repo
41
Repo updated
First seen
Licence
MIT

At a glance

Game feel ("juice") for Apple apps — celebration choreography, haptic vocabulary design, sound-effect layers, and the event×channel feedback audit.

  • Works in 6 steps: Channels have different reach — match… → Feedback scales with rarity → Escalation must agree across channels → …
  • Big moments fall flat
  • SKILL.md covers When This Skill Activates, Core Principles, Decision Tree and Review Checklist, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Game Feel is an agent skill from rshankras/claude-code-apple-skills. Game feel ("juice") for Apple apps — celebration choreography, haptic vocabulary design, sound-effect layers, and the event×channel feedback audit. Use when big moments fall flat, when designing haptics or SFX, or when auditing whether every meaningful event actually reaches the user.

Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files (for example `feedback-audit.md`, `haptic-design.md` and `sound-design.md`).

It sits in Media & Creative, covering Music and audio generation. The repository describes itself as: Claude Code skills for Apple platform development (iOS, macOS, iPadOS) — product validation, code generation, App Store optimization, and more. The licence is MIT.

When your agent uses it

  • Big moments fall flat
  • Designing haptics
  • Auditing whether every meaningful event actually reaches the user

Example prompts

  • “/game-feel”

Requirements

  • Pre-approved tools (allowed-tools): Read, Glob, Grep

Workflow steps

6 steps, taken from the step headings in SKILL.md.

  1. Channels have different reach — match the channel to the audience
  2. Feedback scales with rarity
  3. Escalation must agree across channels
  4. Single-owner rule
  5. Juice amplifies meaning — it never decorates
  6. Every channel needs an accessibility story

What it can do on your machine

Read from SKILL.md and the folder at commit 9ffb831. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Read
    • Glob
    • Grep

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • developer.apple.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Game Feel loads about 1.6k tokens when it runs. Until then it costs about 74 tokens; SKILL.md has 630 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~74
When it runs · the whole SKILL.md, loaded when a task matches
~1.6k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from rshankras/claude-code-apple-skills at commit 9ffb831, republished under its MIT licence (© rshankras). 630 words, ~1,592 tokens.

Download SKILL.mdSave it as .claude/skills/game-feel/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
game-feel
description
Game feel ("juice") for Apple apps — celebration choreography, haptic vocabulary design, sound-effect layers, and the event×channel feedback audit. Use when big moments fall flat, when designing haptics or SFX, or when auditing whether every meaningful event actually reaches the user.
allowed-tools
Read, Glob, Grep
last_verified
2026-07-18
review_by
2027-06-22
os_version
iOS 26 / macOS 26

Game Feel (Juice)

Makes an app's meaningful moments land — through coordinated motion, haptics, and sound. Animation technique lives in design/animation-patterns; confetti/badge generation lives in generators/milestone-celebration. This skill is the discipline layer: which events deserve feedback, on which channels, and how to verify nothing important is silent.

When This Skill Activates

Use this skill when the user:

  • Says the app feels flat, lifeless, or "lacks juice/polish/delight"
  • Wants celebrations designed (winners, streaks, reveals, score changes)
  • Asks to design or review haptics (vocabulary, Core Haptics, .sensoryFeedback)
  • Asks about sound effects, buzzers, countdown ticks, or fanfares
  • Wants a feedback audit — do the right events fire the right channels?
  • Is building a party/group game where the phone is shared, passed, or watched at a distance

Core Principles

1. Channels have different reach — match the channel to the audience
ChannelWho perceives it
HapticsOnly the person holding the device
Screen motionWhoever is looking at the screen
AudioThe whole room
Torch / flashThe whole room, even in noise

A single-user utility can lean on haptics. A shared-phone or room-facing app (party games, kitchen timers, presentations) must put its signature moments on a room-scale channel. The most common juice failure: all feedback is haptic, and the phone is lying on a table.

2. Feedback scales with rarity

Tick < action confirmed < success < round complete < winner. If the rarest event (winning) fires the same pattern as a routine one (round end), the app has no climax. Reserve the biggest pattern, the confetti burst, and the fanfare for the rarest event.

3. Escalation must agree across channels

If the timer's ring turns amber at 10s and red at 5s, the haptic tier and any audio tick must escalate at the same thresholds. Cross-channel disagreement reads as broken, not layered.

4. Single-owner rule

Exactly one code layer fires feedback for a given event. When an engine and a view-store both react to "music stopped", the user gets a double-buzz. Decide the owner (usually the layer closest to the state machine) and make the other layer silent.

5. Juice amplifies meaning — it never decorates

Every effect must be attached to an event the user cares about. Ambient/always-on effects (background particles, looping glows) are texture, not feedback — keep them static or slow, and never let them compete with event feedback.

Show full SKILL.md (251 more words)Show less
6. Every channel needs an accessibility story
  • Motion → gate large-scale motion on Reduce Motion, with a static equivalent
  • Haptics → user-facing toggle (the system provides no global haptics setting for Core Haptics)
  • Sound → mute toggle independent of system volume; a deliberate, documented silent-switch policy

Decision Tree

What do you need?
│
├─ Which events should have feedback, and on which channels?
│  └─ → feedback-audit.md (event×channel matrix + three-lens audit)
│
├─ Design or review haptics (vocabulary, service architecture, APIs)
│  └─ → haptic-design.md
│
├─ Add a sound-effect layer (assets, latency, AVAudioSession coexistence)
│  └─ → sound-design.md
│
├─ HOW to animate a celebration/transition you've already decided on
│  └─ → design/animation-patterns (springs, transitions, symbol effects)
│
├─ Generate confetti / badge / milestone UI code
│  └─ → generators/milestone-celebration
│
└─ Animated SF Symbols for feedback moments
   └─ → design/sf-symbols (preset vocabulary)

Review Checklist

When reviewing an app's game feel, verify:

  • Signature moments hit ≥2 channels (e.g. winner = motion + haptic + sound)
  • Room-facing events use a room-scale channel (audio, display-size motion, torch)
  • Rarity gradient exists — the rarest event has visibly/audibly the biggest feedback
  • No channel disagreement — escalation thresholds match across visual/haptic/audio
  • Single owner per event — no double-fire from two layers
  • Score/number changes animate (.contentTransition(.numericText())) — values never teleport
  • State changes transition — no hard cuts between phases of a flow
  • Reduce Motion parity — every gated effect has a static equivalent conveying the same information
  • User controls exist — haptics toggle; mute toggle if there's an SFX layer
  • Loading/waiting states have anticipation — determinate progress or a live effect, not a bare spinner at a climactic moment

Reference Files

FileContent
feedback-audit.mdEvent×channel matrix method, three-lens audit (runnable subagent prompts), scoring rubric, output format
haptic-design.mdAPI decision table, semantic-vocabulary service architecture, pattern design rules, lifecycle, pitfalls
sound-design.mdMinimal SFX kit, asset formats and latency, AVAudioSession coexistence with music, silent-switch policy, pitfalls
  • design/animation-patterns — the how of every motion technique
  • design/sf-symbols — symbol effect vocabulary for feedback glyphs
  • generators/milestone-celebration — production confetti/badge/celebration code
  • ios/accessibility-audit — Reduce Motion and assistive-tech verification

References

© rshankras, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 3 other files in skills/design/game-feel of rshankras/claude-code-apple-skills.

  • SKILL.md
  • feedback-audit.md
  • haptic-design.md
  • sound-design.md

Open the folder on GitHubat commit 9ffb831

Compare with similar skills

Game Feel next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Game Feel compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Game Feel this skillrshankras/claude-code-apple-skills787—~1.6kAutomated safety check: PassMIT
HyperFrames Media Useheygen-com/hyperframes60k—~2.4kAutomated safety check: PassApache-2.0
Musictadaspetra/loop2962 repos~827Automated safety check: PassMIT
Sound Effectstadaspetra/loop2962 repos~1.1kAutomated safety check: PassMIT
Characteristic VoiceNoizAI/skills526—~1.8kAutomated safety check: PassNone
Text To Sfxsonilo-ai/skills1151 repos~1.6kAutomated safety check: NotesMIT

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Questions about Game Feel

What does Game Feel do?

Game feel ("juice") for Apple apps — celebration choreography, haptic vocabulary design, sound-effect layers, and the event×channel feedback audit. Game Feel is an agent skill from rshankras/claude-code-apple-skills. Game feel ("juice") for Apple apps — celebration choreography, haptic vocabulary design, sound-effect layers, and the event×channel feedback audit.

When should I use Game Feel?

Game Feel fits situations like: big moments fall flat; designing haptics; auditing whether every meaningful event actually reaches the user.

How do I install Game Feel in Claude Code?

Run `npx skills add rshankras/claude-code-apple-skills --skill game-feel -a claude-code`. Or copy the skill folder (skills/design/game-feel in rshankras/claude-code-apple-skills) into .claude/skills/game-feel in your project. Claude Code loads it when a task matches its description.

How do I install Game Feel in Codex?

Run `npx skills add rshankras/claude-code-apple-skills --skill game-feel -a codex`. Or copy the skill folder (skills/design/game-feel in rshankras/claude-code-apple-skills) into .agents/skills/game-feel in your project. Codex loads it when a task matches its description.

Can I use Game Feel in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add rshankras/claude-code-apple-skills --skill game-feel -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-feel, .gemini/skills/game-feel, .github/skills/game-feel and .opencode/skills/game-feel in your project.

What does Game Feel need to run?

SKILL.md names no scripts, command-line tools or credentials: Game Feel is instructions for the agent only. Its frontmatter pre-approves these tools: Read, Glob, Grep.

Does Game Feel access the network?

SKILL.md names 1 domain. As links in the text: developer.apple.com. This is read from the text; nothing was executed.

Is Game Feel safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Game Feel use?

Game Feel is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Game Feel use?

About 1.6k tokens (SKILL.md is roughly 6.4k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Game Feel?

Skills that share tags, products or a category with Game Feel: HyperFrames Media Use (heygen-com/hyperframes, 60k stars), Music (tadaspetra/loop, 296 stars), Sound Effects (tadaspetra/loop, 296 stars) and Characteristic Voice (NoizAI/skills, 526 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Feel?

rshankras (a GitHub user) maintains it in rshankras/claude-code-apple-skills, which has 787 GitHub stars. The repository holds 41 skills in this directory. The repository was last updated on July 24, 2026.

Source: rshankras/claude-code-apple-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.