> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill game-feel
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.
but feels weak, weightless, or unsatisfying, and you want it to feel responsive and punchy.
flashes, or to layer multiple feedback channels onto one event.
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).
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.
on_hit, on_land,on_pickup, on_death, on_fire. If the mechanic doesn't emit these, add them first.
flash, knockback, tween, number pop). Start with 2–3; add until it reads, then stop.
ease (overshoot for "pop", ease-out for "settle"). Linear motion feels robotic.
short durations, scaled to importance, and never on routine actions.
body; hit-stop uses time scale or a real-time pause, not a gameplay-logic stall.
to a tier, so the whole game's juice stays consistent and proportional.
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?).
# 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.
# 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
// 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)
}
# 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.
# 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)
the camera (or a visual pivot), never the simulated transform.
decaying trauma value so it's smooth and self-ending.
WaitForSeconds / a scaled timer never resumes (at time scale 0 the timernever advances). Use a real-time wait (WaitForSecondsRealtime, or Godot's
ignore_time_scale timer).
(BACK/ELASTIC) for "pop" and ease-out for "settle".
and stops reading as feedback. Juice must return to rest.
hides real impacts. Scale to importance; add a "reduce screen shake"/"reduce flashing"
accessibility option.
Keep juice short and let input buffer through it.
+ 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.Create beautiful visual art in .png and .pdf documents using design philosophy. You should use this skill when the user asks to create a poster, piece of art, design, or other static piece. Create original visual designs, never copying existing artists' work to avoid copyright violations.
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Take gamedev-skills/game-feel from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.