game-feel

Guides animation, audio, and feedback tuning for legible game juice in browser games.

1|Updated Aug 31, 2026
One-click install
npx skills add https://github.com/gagandeepgill/puzzle-game --skill game-feel-gagandeepgill
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: game-feel
Source: https://github.com/gagandeepgill/puzzle-game/tree/main/.claude/skills/game-feel
Command: npx skills add https://github.com/gagandeepgill/puzzle-game --skill game-feel-gagandeepgill

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game feedback often fails because cascades and score reveals are paced for momentum rather than comprehension, leaving players unable to read what actually happened. This Skill provides concrete rules for staged reveals, hit-stop, easing, shake scaling, and informational audio so effects feel mechanical and legible instead of loud and unreadable. ## Core Features & Use Cases - Staged reveal pacing: Sequences per-part feedback (bounce, chip flight, digit roll, note) at roughly 130ms per step so cascades stay readable. - Hit-stop and scaled shake: Freezes 120-180ms before the final number lands and tiers screen shake by score relative to quota rather than absolute values. - Audio as information: Walks blip pitch up with trigger count, caps concurrent sounds per frame, and separates multiplier timbres from additive ones. - Use Case: When tuning a marble drop sequence in a run-based engine builder, apply the staged reveal pattern and persistent receipt panel so players can re-read an 8-part cascade after it plays. ## Quick Start Use the game-feel skill to review and retune the drop animation and scoring feedback in my game so the cascade reads clearly.

Frequently Asked Questions about game-feel

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I make game cascade animations feel good?▼

Use a staged reveal that shows one part at a time: cell bounce, value chip flight, digit roll with overshoot easing, and one note per step at roughly 130ms each. Never animate two parts in the same place simultaneously, and pace for comprehension rather than momentum.

What is hit-stop in game design and how long should it be?▼

Hit-stop freezes all motion and sound briefly before a big result lands, making the payoff feel delivered rather than displayed. Freeze everything for 120 to 180ms before the final number appears, implemented as a single awaited sleep.

Which easing curve makes UI motion feel mechanical?▼

Use cubic-bezier(0.34, 1.56, 0.64, 1) for discrete elements like digit rolls, chip landings, and part seating. The overshoot reads as mechanical, while linear or ease-out curves read as a web page rather than a machine.

How should screen shake scale in a score-based game?▼

Scale shake to score divided by quota rather than absolute score, using three tiers from 0.2s up to 0.5s with rotation. Absolute thresholds break down as quotas escalate, making every late drop shake maximally and destroying the signal.

Why does my game feedback feel unreadable during big combos?▼

Unreadable combos usually come from stacking multiple effects in the same spot within a short window. Show repeated triggers side by side instead of stacked, cap concurrent audio per frame, and provide a persistent receipt panel so players can re-read the sequence afterwards.