awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feelgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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.
[](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/game-feel)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/game-feel"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/game-feel/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.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/game-feel"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/game-feel.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00116 | $0.02454 |
| Opus 5.5 | $0.00046 | $0.00982 |
| Sonnet 5.5 | $0.00023 | $0.00491 |
| Haiku 4.5 | $0.00012 | $0.00245 |
Grade A, and why
game-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 2d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- game-feel — 94% identical, 37 lines differ
How it starts
The opening of the file, as written. The whole thing — 175 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game feel (juice)
The difference between a mechanic that works and one that feels good is feedback: the layered, slightly-exaggerated response an action provokes. This skill covers the engine- neutral techniques — screen shake, hit-stop, easing, squash & stretch, knockback, and stacked feedback — and tells you how to apply them without burying the underlying simulation. It adds polish on top of an existing mechanic; it does not implement the mechanic.
When to use
- Use when an action (hit, jump, dash, pickup, death, button press) is mechanically correct but feels weak, weightless, or unsatisfying, and you want it to feel responsive and punchy.
- Use to add screen shake, hit-stop/freeze frames, eased motion, squash & stretch, knockback, flashes, or to layer multiple feedback channels onto one event.
- Use to decide how much juice is enough and where it crosses into noise.
When not to use: for the raw controller math (jump height, coyote time) use the
platformer genre and the engine movement skill. For camera follow/deadzone/orbit framing
use camera-systems (this skill only triggers the shake). For mixing, ducking, and adaptive
music use audio-design. For shader-based dissolves/flashes use shader-programming and the
engine shader skill. For the concrete tween/particle node APIs, use the engine animation skill
(godot-animation, unity-animation).
Core principle: feedback is layered and exaggerated
One satisfying hit is usually 5–8 tiny responses firing together within ~100 ms: a sound, a particle burst, a brief hit-stop, a flash, a knockback, a small screen shake, and a number popping up. Each is cheap; stacked, they read as "impact". Two rules keep it from becoming a mess: (1) exaggerate briefly and return to rest (juice is transient, not a new resting state); (2) scale juice to event importance — a footstep is not a boss death.
Core workflow
- Confirm the event hooks exist. Juice attaches to discrete events:
on_hit,on_land,on_pickup,on_death,on_fire. If the mechanic doesn't emit these, add them first. - Pick feedback channels per event from the menu (sound, particles, shake, hit-stop, flash, knockback, tween, number pop). Start with 2–3; add until it reads, then stop.
- Make motion eased, not linear. Route scale/position/UI changes through a tween with an ease (overshoot for "pop", ease-out for "settle"). Linear motion feels robotic.
- Reserve hit-stop and shake for impact. They are the strongest, most abusable tools — short durations, scaled to importance, and never on routine actions.
- Keep feedback off the critical simulation. Shake moves the camera/visual, not the body; hit-stop uses time scale or a real-time pause, not a gameplay-logic stall.
- Tune by importance tiers. Define small/medium/large feedback presets and assign events to a tier, so the whole game's juice stays consistent and proportional.
- Verify by playing and watching. Trigger the event repeatedly; confirm the feedback fires, returns to rest, and is not nauseating or input-blocking. Report what you observed (does shake decay? does input still register during hit-stop?).
What ships with it
1 file 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.
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.
- 2d ago Changed · +9 lines 48971c7ad1fb
- 1mo ago First seen · 166 lines · 116 tokens per session scan A 68fc818ad939
game-feel is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 116 tokens to every session and 2,454 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 2026-08-30.
Other skills, from other repositories
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…