What problem does it solve? Game features often feel flat or lifeless because sensory feedback is underspecified. This Skill gives game designers a structured vocabulary and concrete timing parameters to design, spec, and audit reactive game feel, juice effects, ambient life, and event-driven effect sequences. ## Core Features & Use Cases - Reactive Feel Specs: Define input responsiveness targets (input lag, jump buffer, coyote time), animation timing phases, hit-stop values, and camera feel parameters for player actions. - Juice Language & Motion Vocabulary: Specify easing curves, scale/fade/slide/rotation motion specs, and layered effect budgets per action type. - Event Sequences & Audits: Build step-by-step effect sequences for rewards, notifications, and transitions, then run the juice audit checklist to find missing feedback layers. - Use Case: A designer speccing a level-up moment produces a timed sequence table (screen flash, elastic text pop, confetti burst, XP bar fill) with per-role notes for Dev, 2D, and 3D teams. ## Quick Start Ask the AI to design a juice spec for a specific game event, such as "spec the juice sequence for a boss defeat with hit-stop, slow motion, and reward reveal."