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.