Agent skill

Game Feel

by ukanwat in ukanwat/overtime

Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…

Apache-2.0Auto-check passedGame Development

Install Game Feel

skills CLI
$ npx skills add ukanwat/overtime --skill game-feel -a claude-code

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

GitHub CLI
$ gh skill install ukanwat/overtime 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/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/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
387
Used in
1 other repo
Token cost
~2.3k tokens
SKILL.md length
766 words
Files
2 (incl. references)
Skills in repo
21
Repo updated
First seen
Licence
Apache-2.0

At a glance

Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…

  • Works in 4 steps: Screen shake by decaying "trauma"… → Hit-stop / freeze frame (sell impact by… → Squash & stretch + overshoot via an… → …
  • The user mentions game feel
  • SKILL.md covers When to use, Core principle: feedback is…, Core workflow and Patterns, 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 ukanwat/overtime. Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.

Its SKILL.md is about 2.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/feedback-recipes.md`). Compatibility notes: Engine-agnostic techniques; snippets in GDScript (Godot 4.x) and C (Unity 6) with pseudocode. Pairs with godot-animation/godot-audio, unity-animation…

It sits in Game Development. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.

When your agent uses it

  • The user mentions game feel
  • Make it feel good/punchy
  • Squash and stretch
  • Feedback/polish on hits

Example prompts

  • “make it feel good/punchy”
  • “/game-feel”

Requirements

  • Compatibility (from SKILL.md): Engine-agnostic techniques; snippets in GDScript (Godot 4.x) and C# (Unity 6) with pseudocode. Pairs with godot-animation/godot-audio, unity-animation, camera-systems, and audio-design.

Workflow steps

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

  1. Screen shake by decaying "trauma" (smooth, not a random jitter)
  2. Hit-stop / freeze frame (sell impact by briefly stopping time)
  3. Squash & stretch + overshoot via an eased tween (the "pop")
  4. A feedback bundle scaled by importance (keep juice proportional)

What it can do on your machine

Read from SKILL.md and the folder at commit eac84e0. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).

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

  • Network

    No URLs in SKILL.md.

    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.

  • Compatibility

    Engine-agnostic techniques; snippets in GDScript (Godot 4.x) and C# (Unity 6) with pseudocode. Pairs with godot-animation/godot-audio, unity-animation, camera-systems, and audio-design.

    From compatibility in the SKILL.md frontmatter.

Context cost

Game Feel loads about 2.3k tokens when it runs, and up to ~3.7k if it reads all its reference files. Until then it costs about 126 tokens; SKILL.md has 766 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~126
When it runs · the whole SKILL.md, loaded when a task matches
~2.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3.7k

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 ukanwat/overtime at commit eac84e0, republished under its Apache-2.0 licence (© ukanwat). 766 words, ~2,310 tokens.

Download SKILL.mdSave it as .claude/skills/game-feel/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
game-feel
description
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
compatibility
Engine-agnostic techniques; snippets in GDScript (Godot 4.x) and C# (Unity 6) with pseudocode. Pairs with godot-animation/godot-audio, unity-animation, camera-systems, and audio-design.
license
Apache-2.0
metadata.engine
none
metadata.category
disciplines
metadata.difficulty
intermediate

Game feel (juice)

The difference between a mechanic that works and one that feels good is feedback: the layered, slightly-exaggerated response an action provokes. This skill covers the engine- neutral techniques — screen shake, hit-stop, easing, squash & stretch, knockback, and stacked feedback — and tells you how to apply them without burying the underlying simulation. It adds polish on top of an existing mechanic; it does not implement the mechanic.

When to use

  • Use when an action (hit, jump, dash, pickup, death, button press) is mechanically correct but feels weak, weightless, or unsatisfying, and you want it to feel responsive and punchy.
  • Use to add screen shake, hit-stop/freeze frames, eased motion, squash & stretch, knockback, flashes, or to layer multiple feedback channels onto one event.
  • Use to decide how much juice is enough and where it crosses into noise.

When not to use: for the raw controller math (jump height, coyote time) use the platformer genre and the engine movement skill. For camera follow/deadzone/orbit framing use camera-systems (this skill only triggers the shake). For mixing, ducking, and adaptive music use audio-design. For shader-based dissolves/flashes use shader-programming and the engine shader skill. For the concrete tween/particle node APIs, use the engine animation skill (godot-animation, unity-animation).

Core principle: feedback is layered and exaggerated

One satisfying hit is usually 5–8 tiny responses firing together within ~100 ms: a sound, a particle burst, a brief hit-stop, a flash, a knockback, a small screen shake, and a number popping up. Each is cheap; stacked, they read as "impact". Two rules keep it from becoming a mess: (1) exaggerate briefly and return to rest (juice is transient, not a new resting state); (2) scale juice to event importance — a footstep is not a boss death.

Core workflow

  1. Confirm the event hooks exist. Juice attaches to discrete events: on_hit, on_land, on_pickup, on_death, on_fire. If the mechanic doesn't emit these, add them first.
  2. Pick feedback channels per event from the menu (sound, particles, shake, hit-stop, flash, knockback, tween, number pop). Start with 2–3; add until it reads, then stop.
  3. Make motion eased, not linear. Route scale/position/UI changes through a tween with an ease (overshoot for "pop", ease-out for "settle"). Linear motion feels robotic.
  4. Reserve hit-stop and shake for impact. They are the strongest, most abusable tools — short durations, scaled to importance, and never on routine actions.
  5. Keep feedback off the critical simulation. Shake moves the camera/visual, not the body; hit-stop uses time scale or a real-time pause, not a gameplay-logic stall.
  6. Tune by importance tiers. Define small/medium/large feedback presets and assign events to a tier, so the whole game's juice stays consistent and proportional.
  7. Verify by playing and watching. Trigger the event repeatedly; confirm the feedback fires, returns to rest, and is not nauseating or input-blocking. Report what you observed (does shake decay? does input still register during hit-stop?).
Show full SKILL.md (291 more words)Show less

Patterns

1. Screen shake by decaying "trauma" (smooth, not a random jitter)
gdscript
# Godot 4.x. Store trauma 0..1; shake = trauma^2 so small hits barely move, big hits punch.
# Drives a Camera2D OFFSET (the visual), never the player body. Decays every frame.
@export var decay := 1.2          # trauma lost per second
@export var max_offset := Vector2(12, 8)
@export var max_roll := 0.1       # radians
var trauma := 0.0
var _t := 0.0

func add_trauma(amount: float) -> void:
    trauma = clampf(trauma + amount, 0.0, 1.0)   # hits ADD; they don't reset

func _process(dt: float) -> void:
    if trauma <= 0.0: return
    trauma = maxf(trauma - decay * dt, 0.0)
    var shake := trauma * trauma                  # quadratic: gentle low, sharp high
    _t += dt * 30.0
    # Smooth pseudo-random via sampled noise/sin, NOT rand each frame (that buzzes).
    offset = Vector2(max_offset.x * shake * sin(_t * 1.7),
                     max_offset.y * shake * sin(_t * 2.3))
    rotation = max_roll * shake * sin(_t * 1.1)
# Unity 6: identical model on a CinemachineCamera via CinemachineBasicMultiChannelPerlin
# (set AmplitudeGain/FrequencyGain from trauma^2) — see camera-systems.
2. Hit-stop / freeze frame (sell impact by briefly stopping time)
gdscript
# Godot 4.x. Drop time scale, then restore after a REAL-TIME delay (unaffected by time_scale).
func hit_stop(duration := 0.08, scale := 0.05) -> void:
    Engine.time_scale = scale
    # 4th arg ignore_time_scale=true → the timer still fires while the game is frozen.
    await get_tree().create_timer(duration, true, false, true).timeout
    Engine.time_scale = 1.0
csharp
// Unity 6 (C#). WaitForSecondsRealtime ignores Time.timeScale, so the timer still elapses.
IEnumerator HitStop(float duration = 0.08f, float scale = 0.05f) {
    Time.timeScale = scale;
    yield return new WaitForSecondsRealtime(duration);
    Time.timeScale = 1f;            // RIGHT: real-time wait. WRONG: WaitForSeconds (never resumes at scale 0)
}
3. Squash & stretch + overshoot via an eased tween (the "pop")
gdscript
# Godot 4.x. Conserve volume: stretch one axis, squash the other, then spring back with overshoot.
func pop(node: Node2D) -> void:
    node.scale = Vector2(1.3, 0.7)                       # instant squash on the event
    var tw := create_tween()
    tw.tween_property(node, "scale", Vector2.ONE, 0.18) \
      .set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)   # BACK = overshoots past 1, settles
# RIGHT: ease back (TRANS_BACK/ELASTIC) for life. WRONG: linear tween → mechanical, dead.
4. A feedback bundle scaled by importance (keep juice proportional)
gdscript
# One call per event; the tier decides intensity so the whole game stays consistent.
func feedback(event_pos: Vector2, tier: String) -> void:
    match tier:
        "small":  AudioBus.play("tick");  Camera.add_trauma(0.15)
        "medium": AudioBus.play("hit");   Camera.add_trauma(0.4);  hit_stop(0.05); spawn_particles(event_pos, 6)
        "large":  AudioBus.play("boom");  Camera.add_trauma(0.8);  hit_stop(0.12); spawn_particles(event_pos, 30); flash_white(0.06)

Pitfalls

  • Shaking the player/body instead of the camera offset desyncs collision and aim. Shake the camera (or a visual pivot), never the simulated transform.
  • Random offset every frame buzzes like static. Drive shake from sampled noise/sin and a decaying trauma value so it's smooth and self-ending.
  • Hit-stop with WaitForSeconds / a scaled timer never resumes (at time scale 0 the timer never advances). Use a real-time wait (WaitForSecondsRealtime, or Godot's ignore_time_scale timer).
  • Hit-stop on every frame of a held attack locks the game. Trigger it once per impact.
  • Linear tweens everywhere feel robotic. Ease almost everything; reserve overshoot (BACK/ELASTIC) for "pop" and ease-out for "settle".
  • Permanent exaggeration (scale never returns, shake never decays) becomes the new normal and stops reading as feedback. Juice must return to rest.
  • Over-juicing routine actions (full shake + hit-stop on every footstep) causes nausea and hides real impacts. Scale to importance; add a "reduce screen shake"/"reduce flashing" accessibility option.
  • Feedback that blocks input (long freeze, un-cancelable animation) hurts responsiveness. Keep juice short and let input buffer through it.

References

  • For the trauma-shake math, easing-curve cheat sheet (which ease for pop vs settle), knockback
    • flash + number-pop recipes, importance-tier presets, and per-engine tween/particle bindings, read references/feedback-recipes.md.
  • camera-systems — owns camera follow/deadzone/orbit; this skill only feeds it shake trauma.
  • godot-animation, unity-animation — concrete tween/AnimationPlayer/particle APIs juice rides on.
  • audio-design — the sound layer of every feedback bundle; ducking and SFX variation.
  • physics-tuning — knockback forces and the timestep juice must not destabilize.
  • platformer, fps-shooter, roguelike — genres whose moment-to-moment feel this elevates.

© ukanwat, Apache-2.0. 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 1 other file (references) in .claude/skills/game-feel of ukanwat/overtime.

  • SKILL.md
  • references/feedback-recipes.md

Open the folder on GitHubat commit eac84e0

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.

Compare with similar skills

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Questions about Game Feel

What does Game Feel do?

Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…. Game Feel is an agent skill from ukanwat/overtime. Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs.

When should I use Game Feel?

Game Feel fits situations like: the user mentions game feel; make it feel good/punchy; squash and stretch; feedback/polish on hits.

How do I install Game Feel in Claude Code?

Run `npx skills add ukanwat/overtime --skill game-feel -a claude-code`. Or copy the skill folder (.claude/skills/game-feel in ukanwat/overtime) 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 ukanwat/overtime --skill game-feel -a codex`. Or copy the skill folder (.claude/skills/game-feel in ukanwat/overtime) 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 ukanwat/overtime --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. Compatibility (from SKILL.md): Engine-agnostic techniques; snippets in GDScript (Godot 4.x) and C# (Unity 6) with pseudocode. Pairs with godot-animation/godot-audio, unity-animation, camera-systems, and audio-design..

Does Game Feel access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. 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 Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Game Feel use?

About 2.3k tokens (SKILL.md is roughly 9.2k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.4k tokens, read only when the agent opens those files.

What are the alternatives to Game Feel?

Skills that share tags, products or a category with Game Feel: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Feel?

ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 8, 2026.

Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.