mcpbeat Sign in

Game Feel Skill for Claude

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.

6k tokens
context cost
the whole folder, loaded on every use
4
files
instructions only
0
copies elsewhere
how many repositories repackaged it
585
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/rshankras/claude-code-apple-skills --skill game-feel

The instruction itself

14 sections, as written by the author

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

| Channel | Who perceives it |

|---------|------------------|

| Haptics | Only the person holding the device |

| Screen motion | Whoever is looking at the screen |

| Audio | The whole room |

| Torch / flash | The 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.

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

| File | Content |

|------|---------|

| feedback-audit.md | Event×channel matrix method, three-lens audit (runnable subagent prompts), scoring rubric, output format |

| haptic-design.md | API decision table, semantic-vocabulary service architecture, pattern design rules, lifecycle, pitfalls |

| sound-design.md | Minimal 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

Other skills for the same job

different authors, same section of the catalogue
Protocolsio Integration
by christophacham
×4

Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.

16k tokens
Tailored Resume Generator
by frostant
×4

Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances

3k tokens
Excalidraw Diagram Generator
by github
vendor ×3

Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.

36k tokens scripts
Expo Dev Client
by openai
vendor ×3

Build and distribute Expo development clients locally or via TestFlight

961 tokens
Executing Plans
by ZhanlinCui
×3

Use when you have a written implementation plan to execute in a separate session with review checkpoints

542 tokens
Anndata
by christophacham
×3

Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.

16k tokens
Benchling Integration
by christophacham
×3

Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.

14k tokens
Biopython
by christophacham
×3

Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.

24k tokens

How to use it

Copy the folder

Take rshankras/game-feel from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.