Skills gamedev-skills awesome-gamedev-agent-skills Gamedev Agent Skills

game-feel

Use it when:
A hit, jump, pickup or death works but feels weak, weightless or unsatisfying.
Juice means:
The brief, exaggerated responses that make an action feel good, such as a flash, a shake or a freeze; they always return to rest.
It does:
Hooks feedback onto game events, picking from sound, particles, shake, hit-stop, flashes, knockback, tweens and number pops, then playtests it.
You get:
Changes to your game code, with small, medium and large feedback presets assigned to events.
Code examples:
Godot 4.7 and Unity 6.3; the techniques themselves are engine-neutral.

Skill 13 of 27 in the Gamedev Agent Skills bundle, after input-systems and before game-ui-ux.

TL;DR

A discipline skill from a game-development collection. Its premise: one satisfying hit is five to eight tiny responses firing within about 100 ms. The workflow checks the mechanic emits events such as on_hit or on_land, starts with two or three feedback channels per event, eases motion instead of moving it linearly, and keeps shake and hit-stop (a split-second freeze) for real impacts. Feedback stays off the simulation: shake moves the camera, never the body, and hit-stop slows time with a real-time timer so the game always resumes. Patterns include shake driven by a decaying trauma value, a hit-stop that survives overlapping hits, and a squash-and-pop tween with overshoot. It warns against over-juicing routine actions and suggests an option to reduce shake and flashing. It polishes a mechanic but doesn't build one: jump physics, camera follow and sound mixing are left to other skills in the repo.

Summarizes the skill at 19d93f9.

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill game-feel
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First seen
Jun 27, 2026 on skills.sh
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Category

Taste for interfaces that don't look generated: direction, motion and accessibility.

Make games: design, genres, game feel and game-jam workflows, whatever the engine.

Everything for building software: planning, coding, debugging, design, frameworks, cloud, agents and skills.

Type

A multi-step process the agent follows: interview, debug, run a TDD loop, review.

Effect

Its own steps create or change files, git state or local tools.

Needs

Instructions only. Works in any agent that supports skills.

Publisher

Everyone else. Unverified vendor claims default to community.

Topics

SKILL.md

From gamedev-skills/awesome-gamedev-agent-skills at 19d93f9. Checked daily, last changed Nov 6, 2026.

Frontmatter
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.

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?).

Patterns

1. Screen shake by decaying "trauma" (smooth, not a random jitter)
# Godot 4.7. 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.
# Camera2D.ignore_rotation defaults to true, so set it false or the roll does nothing.
@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 6.3 LTS: identical model on a CinemachineCamera via CinemachineBasicMultiChannelPerlin
# (set AmplitudeGain/FrequencyGain from trauma^2); for one-off impacts, CinemachineImpulseSource
# on the hitter + CinemachineImpulseListener on the camera — see camera-systems.
2. Hit-stop / freeze frame (sell impact by briefly stopping time)
# Godot 4.7. Drop time scale, then restore after a REAL-TIME delay (unaffected by time_scale).
var _hit_stop_id := 0

func hit_stop(duration := 0.08, slow := 0.05) -> void:
    _hit_stop_id += 1
    var my_id := _hit_stop_id
    Engine.time_scale = slow
    # 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
    if my_id == _hit_stop_id:       # a newer hit-stop owns the restore; don't cut it short
        Engine.time_scale = 1.0
// Unity 6.3 LTS (C#). WaitForSecondsRealtime ignores Time.timeScale, so the timer still elapses.
IEnumerator HitStop(float duration = 0.08f, float slow = 0.05f) {
    Time.timeScale = slow;
    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")
# Godot 4.7. 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)
# 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.
  • Overlapping hit-stops (two hits 30 ms apart) let the first timer restore time scale in the middle of the second freeze. Let only the newest call restore it, as above.
  • 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.

Related skills

  • 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.