Skip to main content
skill Claude Code CX Codex Cursor GitHub Copilot

game-feel — Claude Code skill: what it does, how to install

Teaches the agent to add feedback to game actions: camera shake, hit-stop, eased tweens, squash and stretch, knockback. For mechanics that work but feel weightless.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feel -a claude-code
Open on GitHub

What game-feel does

The skill adds response to mechanics that already work but feel flat: camera shake, hit-stop on impact, eased tweens, squash and stretch, knockback, flashes. It does not implement the mechanic itself. This is polish on top of an existing action, so the events have to exist first — on_hit, on_land, on_pickup, on_death. If your code doesn't emit them, add them before anything else.

Inside is an engine-neutral write-up of the techniques, with code for Godot 4.7 in GDScript and Unity 6.3 LTS in C#. Shake runs on trauma from 0 to 1, squared, so small hits barely move the camera and big ones land. Hit-stop drops Engine.time_scale and restores it on a timer that ignores time scale. One gotcha worth knowing up front: Camera2D has ignore_rotation set to true by default, so the roll does nothing until you flip it.

The skill also suggests tiering feedback by importance, so a footstep doesn't hit like a boss death, and keeping effects off gameplay logic: shake moves the camera, not the body. A hit reads as impact when 5–8 small responses fire together within ~100 ms, and each one is cheap.

What it helps with

  • add camera shake that decays instead of buzzing every frame
  • freeze the frame on a hit and restore time without locking the game
  • swap a linear tween for an overshooting pop
  • assign feedback tiers so a footstep doesn't hit like a boss death
  • bundle sound, particles and knockback into one hit event

Example prompts for the agent

  • Add game feel to the sword hit: brief hit-stop, camera shake and knockback on the enemy
  • The jump feels mushy. Give it squash and stretch through an eased tween
  • Check that the shake decays and input still registers during hit-stop

How to install game-feel

1Skills CLI (Vercel)

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feel -a claude-code

2Manually: put the files in place

~/.claude/skills/game-feel/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/game-feel/

From the same set40

The whole set →
game-ui-ux gamedev-skills Engine-neutral game UI architecture skill for responsive layouts, screen stacks, gamepad focus, and event-driven HUD updates. Claude Code CX Codex Cursor +1 9,200installs level-design gamedev-skills Plans playable game levels from blockout through playtesting, covering routes, pacing, gates and encounters. Use it when working on whiteboxes, critical paths or room flow. Claude Code CX Codex Cursor +1 7,500installs camera-systems gamedev-skills Engine-neutral patterns for 2D and 3D game cameras: smooth follow, deadzones, look-ahead, bounds clamping, and third-person collision. Claude Code CX Codex Cursor +1 7,100installs audio-design gamedev-skills A skill that treats game audio as a mixer graph: buses, gain in decibels, sidechain ducking, adaptive music and beat-synced events. Samples use Godot 4.7, Unity gets notes. Claude Code CX Codex Cursor +1 7,100installs performance-optimization gamedev-skills A skill that turns “the game runs slow” into a measured bottleneck and a specific fix: profile first, then pool objects, batch draw calls, cut allocations. Claude Code CX Codex Cursor +1 7,100installs game-ai gamedev-skills Designs NPC decision-making, behavior trees, steering forces, and A* pathfinding. Useful when building game enemy logic across engines. Claude Code CX Codex Cursor +1 7,100installs input-systems gamedev-skills Engine-neutral input system: map keys to named actions, rebinding with conflict detection, keyboard, gamepad and touch support, analog deadzones, input buffering and coyote time. Claude Code CX Codex Cursor +1 6,800installs procedural-gen gamedev-skills Generates levels and loot tables using deterministic seeded algorithms. Useful for building procedural game content reproducible from a seed. Claude Code CX Codex Cursor +1 6,800installs

Similar

cli-anything-blender HKUDS A skill that adds a stateful command-line interface for editing Blender 3D scenes. Use it when an agent needs to assemble a scene, assign materials, or render a frame without manual clicking. Claude Code CX Codex Cursor +1 941installs audio-and-sound phaserjs Adds audio loading, background music, volume controls, and spatial audio to Phaser 4 games using SoundManager and the Web Audio API. Claude Code CX Codex Cursor +1 938installs scale-and-responsive phaserjs A skill to set up responsive scaling for Phaser 4 games: choose a scale mode, center the canvas, enable fullscreen, and handle window resize events. Claude Code CX Codex Cursor +1 910installs loading-assets phaserjs This skill guides Phaser 4 asset loading through the Loader plugin. Use it when working with preload(), spritesheets, audio, tilemaps, or load progress. Claude Code CX Codex Cursor +1 901installs tweens phaserjs Teaches coding agents how to animate properties in Phaser 4 using TweenManager, tween chains, stagger offsets, and number counters. Claude Code CX Codex Cursor +1 891installs orbit-card heygen-com Adds a 10-second 1920×1080 HyperFrames motion block where a single feature card orbits a dot sphere using exported Blender camera paths. Claude Code CX Codex Cursor +1 9,800installs sdf earthtojake This skill authors and validates SDFormat files for models and worlds, then helps prepare them for simulator handoff. Claude Code CX Codex Cursor +1 10,500installs urdf earthtojake This skill helps create, validate, and debug URDF robot descriptions. Use it when working with links, joints, geometry, meshes, or inertial data. Claude Code CX Codex Cursor +1 10,400installs

Questions about game-feel

How do I install game-feel in Claude Code?

Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feel -a claude-code. The skill lands at ~/.claude/skills/game-feel/SKILL.md.

What does game-feel do?

It tells the agent how to layer feedback onto an action you already have: camera shake, hit-stop, easing, squash, knockback. It doesn't build the mechanic itself.

Which engines does it cover?

The techniques are engine-neutral, with code samples for Godot 4.7 and Unity 6.3 LTS. For the concrete tween and particle APIs it points to the engine's own animation skill.

Source text

SKILL.md · Apache-2.0
---
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)

```gdscript
# 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)

```gdscript
# 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
```

```csharp
// 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")

```gdscript
# 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)

```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.
- **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.

© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills

See also

Project sponsors

Companies that keep this analytics open
Gold sponsor

Impressions, clicks and code copies — open statistics. We keep the numbers public for the same reason NeBlask itself is public. Become a sponsor