hearth-feel

hearth-feel is a skill for Claude Code from echoo19/hearth. It costs 97 tokens per session (3,989 once invoked), scanned A, original, MIT.

A guide to improving the feel of a Hearth game, a game-making environment, after its basic mechanics work. It covers visual, sound, camera, animation, interface, and playtest checks for effects such as hits, pickups, jumps, and level completion.

In plain words
What is it for?
Use it to add hit-stop, screen shake, flashes, particles, layered sounds, camera effects, menus, onboarding, pause behavior, and measurable motion effects.
Why use it?
It helps turn technically working mechanics into interactions that communicate impact and timing clearly, with checks that can be tested.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to add hit-stop, screen shake, flashes, particles, layered sounds, camera effects, menus, onboarding, pause behavior, and measurable motion effects.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/echoo19/hearth/hearth-feel
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add echoo19/hearth --skill hearth-feel
Clone the repo
git clone --depth 1 https://github.com/echoo19/hearth

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for hearth-feel

README.md
[![agentmods](https://agentmods.dev/badge/skills/echoo19/hearth/hearth-feel.svg)](https://agentmods.dev/skills/echoo19/hearth/hearth-feel)
Your own site
<a href="https://agentmods.dev/skills/echoo19/hearth/hearth-feel"><img src="https://agentmods.dev/badge/skills/echoo19/hearth/hearth-feel.svg" alt="Measured on agentmods" height="20"></a>
Per session 97 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,989 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00097 $0.03989
Opus 5 $0.00048 $0.01995
Sonnet 5 $0.00019 $0.00798
Haiku 4.5 $0.00010 $0.00399

Measured 7d ago against content hash e4445389f1c5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

hearth-feel scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 7d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

packages/examples/bounce-patrol/.claude/skills/hearth-feel/SKILL.md · 276 lines

How it starts

The opening of the file, as written. The whole thing — 276 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Feel and done-ness

Mechanics and structure come from the hearth-build + hearth-code skills; art comes from hearth-art. This skill is the difference between a scene that technically works and a game a person wants to keep playing — and the bar to clear before calling it done.

Golden order of operations. Get the mechanic correct and green in a playtest first (that is the hearth-build/hearth-code skills' job), then layer juice on top. Juice on a broken mechanic just hides the bug. Every effect you add should be playtest-observable (assertCameraEffect, assertParticleCount, assertAudioCount) so "it feels good" rests on evidence, not vibes. To verify feel magnitudes — jump height, dash distance, settle time — add the motion asserts assertPeak/assertRange/assertSettledBy (backed by a trace block), which measure recorded motion so numbers like "peaks at 120px" or "settles by frame 18" become assertable, not eyeballed.

Game feel: the juice stack

Every meaningful moment (a hit, a pickup, a jump, a death, a level clear) should fire several cheap effects at once. One effect reads as a bug; a stack reads as impact. The canonical impact stack, in the order they should land:

  1. Hit-stop — freeze the actors for a few frames so the brain registers the hit. The single highest-impact, most-skipped piece of juice.
  2. Screen shake + hit-flashctx.camera.shake for the world, ctx.effects.flash on the struck sprite.
  3. Particle burst — debris/sparks from the contact point.
  4. Sound — a layered SFX on the same frame.
  5. Knockback / recovery — a short eased tween out of the freeze.

If the struck entity has a Health component, hang the whole stack off the events it emits (damaged, died) instead of re-deriving the hit in onCollision: Health deliberately draws nothing, so the flash, shake, burst, sound and knockback are exactly the part you own. Same for jumped from a CharacterController and respawned from ctx.respawn.

Read the full file on GitHub · 276 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 7d ago First seen · 276 lines · 97 tokens per session scan A e4445389f1c5

Subscribe to this mod's changes

hearth-feel is a skill published in the GitHub repository echoo19/hearth (62 stars, last pushed 1mo ago), licensed MIT. It adds 97 tokens to every session and 3,989 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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