game-feel-polish

game-feel-polish is a skill for Claude Code, Codex from furkantokkan/agent-foundry. It costs 124 tokens per session (2,294 once invoked), scanned A, original, MIT.

A set of implementation patterns for adding responsive visual, audio, and interface feedback to games. It covers effects such as screen shake, hit pauses, animated counters, damage numbers, menu entrances, and sound-effect pooling.

In plain words
What is it for?
Use it to add or tune feedback for hits, menus, HUDs, notifications, counters, damage, camera motion, sound effects, and other interface interactions in Godot or Unity.
Why use it?
It helps separate feedback effects from the underlying gameplay result and keeps them controllable through one shared service. It also defines behavior when effects are disabled or when the shared service is unavailable.

Skill for Claude CodeCodex

Written for Claude Code and Codex: shipped in a Claude Code plugin, but also agents/openai.yaml present. Also seen: mentions CLAUDE.md; mentions AGENTS.md.

Part of the agent-foundry plugin — 53 skills, 52 agents shipped together

Good fit Use it to add or tune feedback for hits, menus, HUDs, notifications, counters, damage, camera motion, sound effects, and other interface interactions in Godot or Unity.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/furkantokkan/agent-foundry/game-feel-polish
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 furkantokkan/agent-foundry --skill game-feel-polish
Clone the repo
git clone --depth 1 https://github.com/furkantokkan/agent-foundry

Made for: Claude Code, Codex.

Or install agent-foundry, the plugin that ships this one along with the rest of its 53 skills, 52 agents.

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 game-feel-polish

README.md
[![agentmods](https://agentmods.dev/badge/skills/furkantokkan/agent-foundry/game-feel-polish/github.svg)](https://agentmods.dev/skills/furkantokkan/agent-foundry/game-feel-polish)
Your own site
<a href="https://agentmods.dev/skills/furkantokkan/agent-foundry/game-feel-polish"><img src="https://agentmods.dev/badge/skills/furkantokkan/agent-foundry/game-feel-polish/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for game-feel-polish

Your own site · 80×15
<a href="https://agentmods.dev/skills/furkantokkan/agent-foundry/game-feel-polish"><img src="https://agentmods.dev/badge/skills/furkantokkan/agent-foundry/game-feel-polish.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 124 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,294 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.
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 $0.00124 $0.02294
Opus 5.5 $0.00050 $0.00918
Sonnet 5.5 $0.00025 $0.00459
Haiku 4.5 $0.00012 $0.00229

Measured 26d ago against content hash 790a6cdb0e5a, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-feel-polish 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 26d 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.

plugins/agent-foundry/skills/game-feel-polish/SKILL.md · 183 lines

How it starts

The opening of the file, as written. The whole thing — 183 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Feel Polish

Polish is feedback layered on top of a committed gameplay result. This skill gives an agent one architecture for that layer and the numbers that make it read as impact instead of noise. The systems are adapted from Miisan's Liquid UI Kit for Godot 4 (MIT, see this skill's THIRD_PARTY_NOTICES.md); the Unity workflow uses UI Toolkit for new screen-space widgets. This is an implementation skill and reference kit, not a precompiled Unity package.

Use team-polish when the request is a multi-role release-hardening pass. When More Mountains Feel is installed, use its pinned project documentation and existing players; do not require an unbundled companion skill.

Rules that hold in every engine

  1. One hub, one switch. Every effect is a call on one hub (Juice autoload in Godot, one service in Unity). The hub owns enabled and a 0 to 2 intensity multiplier. Turning enabled off must reset every owned effect: release time requests, camera offsets, screen pulses, transient labels, voices and rumble. Preserve pause and other owners' state. Keep essential notifications visible. Widgets work when the hub is missing; they only skip sound and shake.
  2. Feel never decides gameplay. Fire feedback after the committed result. A refused action (a disabled button) gets a refusal shake and an error sound; state does not change.
  3. Trauma, not "shake for N seconds". Overlapping hits add trauma (clamped 0 to 1); the camera uses trauma ^ 2 so small hits stay subtle and big ones slam. Decay by real time, not by scaled delta, so the shake keeps moving during hitstop.
  4. Wall-clock time for time effects. Hitstop and slow motion measure their own end with the system clock; a freeze timed with scaled delta freezes its own countdown. Hitstop beats slow motion. A longer hitstop extends a running one; a shorter one never cuts it.
  5. Remember the rest state. Tween helpers record the node's resting scale, rotation, position, and modulate the first time they touch it, kill the previous tween on that channel, and always return to rest. Spamming a punch can never leave anything stuck at the wrong size.
  6. Fast out, slow settle. Impact tweens spend about a fifth of their time going out (quad ease-out) and the rest coming back (elastic ease-out). An even in and out reads as a wobble, not an impact.
  7. Separate presentation channels. Use polygons, text and palette colours where custom drawing helps; give hover, press, intro and refusal separate state. Unity USS supports transitions: retain native styling, text and input semantics rather than replacing everything with custom drawing.
  8. Sound is randomised and de-duplicated. Each sound is a bank of several takes; never repeat the previous take, vary pitch about 0.92 to 1.08, and drop a second trigger of the same bank inside 25 ms. Two identical samples on one frame double the amplitude and clip.
  9. Pool what fights spawn. Damage numbers, audio players, and toasts are pooled or capped. Allocation on the hit frame is the stutter players notice.
  10. Scale everything to impact strength. One impact(position, strength) call maps strength to shake, hitstop, flash, aberration, zoom punch, rumble, and the sound bank with tuned ratios. Screen-wide effects open only above a threshold so routine hits do not wash out big ones.
  11. Prove it with A/B. Ship a toggle that disables all juice at once and compare the same screen with and without. If an effect makes no visible difference in that comparison, delete it.

Read the full file on GitHub · 183 lines

Files

What ships with it

7 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 26d ago Changed 790a6cdb0e5a
  2. 1mo ago First seen · 183 lines · 124 tokens per session scan A 254fb183c8c9

Subscribe to this mod's changes

game-feel-polish is a skill published in the GitHub repository furkantokkan/agent-foundry (11 stars, last pushed 2d ago), licensed MIT. It adds 124 tokens to every session and 2,294 once invoked, about $0.0005 per session on Opus 5.5. 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 2026-09-25.

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