game-feel
gamedev-skills/awesome-gamedev-agent-skills
Add punchy, satisfying feedback—screen shake, hit-stop, easing, squash & stretch—to make game actions feel responsive.
What is game-feel?
Game feel (juice) is the layered, exaggerated feedback that makes actions satisfying: screen shake, hit-stop/freeze frames, eased motion, squash & stretch, knockback, and stacked audio-visual responses. Use this skill when an action is mechanically correct but feels weak or weightless, and you want to polish it with responsive, transient feedback without altering the underlying simulation.
- Apply screen shake via decaying trauma (smooth, not random jitter) to the camera, not the player body
- Implement hit-stop/freeze frames using real-time timers to briefly pause gameplay and sell impact
- Layer eased tweens (overshoot, ease-out) for squash & stretch and "pop" animations that feel alive
- Bundle feedback channels (sound, particles, shake, flash, knockback) scaled by event importance to keep juice proportional
- Verify feedback is transient and returns to rest, never becoming the new resting state
- Avoid common pitfalls: shaking the body instead of camera, random jitter, hit-stop on routine actions, or permanent exaggeration
How to install game-feel
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill game-feel- An existing mechanic with discrete event hooks (on_hit, on_land, on_pickup, on_death, on_fire)
- Access to the engine's tween/animation API and camera or visual transform
- Basic understanding of time scale, easing functions, and particle systems
How to use game-feel
- 1.Confirm the event hooks exist in your mechanic; add them if missing
- 2.Choose 2–3 feedback channels per event (sound, particles, shake, hit-stop, flash, knockback, tween, number pop)
- 3.Route all motion changes through eased tweens; avoid linear motion
- 4.Reserve hit-stop and screen shake for high-impact events; scale intensity by event importance
- 5.Keep feedback off the critical simulation: shake the camera/visual, not the body; use real-time timers for hit-stop
- 6.Define feedback tiers (small/medium/large) and assign events consistently across the game
- 7.Play repeatedly and verify feedback fires, returns to rest, and does not block input or cause nausea
Use cases
- Polish a hit or attack that lands correctly but feels weak—add a brief hit-stop, screen shake, and particle burst together
- Make a jump feel responsive by combining eased squash & stretch with a small camera shake on landing
- Create consistent feedback across the game by defining small/medium/large feedback tiers and assigning events to each tier
- Add a "pop" effect to pickups or UI interactions using overshoot easing to make them feel snappy
- Tune screen shake intensity by importance so boss impacts feel heavy while footsteps stay subtle
- Game developers polishing existing mechanics and adding visual/audio feedback
- Designers tuning game feel and responsiveness without changing core simulation
- Programmers working in Godot, Unity, or other engines with tween and camera APIs
game-feel FAQ
Always shake the camera (or a visual pivot). Shaking the body desynchronizes collision and aim. Shake is purely visual feedback.
You are likely generating a random offset every frame. Instead, drive shake from sampled noise or sine waves with a decaying trauma value so it is smooth and self-ending.
You used a scaled timer (WaitForSeconds in Unity, or a regular timer in Godot). Use real-time waits instead: WaitForSecondsRealtime in Unity or ignore_time_scale=true in Godot.
Juice must be transient and return to rest. If exaggeration becomes permanent, it stops reading as feedback and becomes the new normal. Scale intensity to event importance: footsteps are subtle, boss deaths are heavy.
No. Linear motion feels robotic. Use easing: overshoot (BACK/ELASTIC) for "pop" effects, ease-out for "settle". Almost all motion should be eased.
Full instructions (SKILL.md)
Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.
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
- 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. - 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.
- 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.
- Reserve hit-stop and shake for impact. They are the strongest, most abusable tools — short durations, scaled to importance, and never on routine actions.
- 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.
- 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.
- 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.
@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) — 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).
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 6.3 LTS (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")
# 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'signore_time_scaletimer). - 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.
- flash + number-pop recipes, importance-tier presets, and per-engine tween/particle bindings,
read
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.
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