game-feel

game-feel is a skill for Claude Code, Codex from kyh/vibedgames. It costs 149 tokens per session (2,298 once invoked), scanned A, original, MIT.

A reference for improving how a game responds to player input and how movement, hits, sound, camera motion, and effects feel during play.

In plain words
What is it for?
Use it when adjusting controls, jumping, attacks, collisions, screen shake, hit pauses, animation effects, or other moment-to-moment game interactions.
Why use it?
Small timing and movement problems can make a game feel slow, unfair, or unresponsive even when its rules work correctly. It provides practical guidance for tuning those details.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Part of the game-craft plugin — 12 skills shipped together

Good fit Use it when adjusting controls, jumping, attacks, collisions, screen shake, hit pauses, animation effects, or other moment-to-moment game interactions.

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

Made for: Claude Code, Codex.

Or install game-craft, the plugin that ships this one along with the rest of its 12 skills.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/kyh/vibedgames/game-feel/github.svg)](https://agentmods.dev/skills/kyh/vibedgames/game-feel)
Your own site
<a href="https://agentmods.dev/skills/kyh/vibedgames/game-feel"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/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.

agentmods 80×15 button for game-feel

Your own site · 80×15
<a href="https://agentmods.dev/skills/kyh/vibedgames/game-feel"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/game-feel.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 149 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,298 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 $0.00149 $0.02298
Opus 5 $0.00075 $0.01149
Sonnet 5 $0.00030 $0.00460
Haiku 4.5 $0.00015 $0.00230

Measured 9d ago against content hash 5700429fa337, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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 9d 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/game-craft/skills/game-feel/SKILL.md · 160 lines

How it starts

The opening of the file, as written. The whole thing — 160 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game feel: the numbers

Game feel = real-time control + simulated space + polish (Swink). The polish amplifies the simulation but never lies about it: if the screen shakes, something must have hit. Small tweaks compound — Vlambeer's flat shooter becomes Nuclear Throne via ~30 individually-invisible tricks. Apply them in passes, then play it: feel is tuned in motion, never designed on paper.

All frame counts assume 60fps — which means physics must be delta-time-based. Per-frame integration (x += vx) runs 2× fast on a 120Hz display; this is the single most common feel bug in browser games. Multiply all motion by dt, and convert the frame windows below to ms when your loop isn't fixed-step.

Input forgiveness (the invisible half of "tight controls")

Fudge everything slightly in the player's favor — players read forgiveness as their own skill (Celeste).

  • Input buffer 4–10 frames: a jump/attack pressed slightly early fires on the first legal frame. Celeste ~4, Smash 10. Start at 5 for precise games, 8–10 for forgiving ones. Track a bufferedAt timestamp per action; consume in update().
  • Coyote time 5–8 frames: jump still works after walking off a ledge (Celeste ~5–6). Track lastGroundedAt.
  • Corner correction: a jump that clips a ceiling corner by a few px gets nudged sideways; a dash that clips a ledge pops up onto it. Celeste's wall-jump reaches ~2px off the wall at 320×180 — scale to your resolution.
  • Never demand frame-perfection. Any 1-frame window gets widened.
  • Player hurtbox smaller than the sprite (Silksong, bullet hells): damage collision ~70–85% of the visual body. Near-misses that look like grazes should be grazes. Attack/interaction hitboxes go the other way — generous.
  • Touch: enlarge hitboxes, not visuals — tappable region > sprite.
  • Respond to core verbs within ~100ms total (Swink's correction cycle); never add startup delay to movement inputs.
  • Continuous/tracking inputs (pointer, analog stick, webcam/hand): the forgiveness knob is smoothing-vs-latency. Lerp the controlled object toward the input (factor ~0.1–0.3 per 60fps frame) to kill jitter, but keep total lag under the ~100ms cycle; add a small dead zone, and fudge the interaction hitboxes (paddle/catch zones) larger than the visuals.

Read the full file on GitHub · 160 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. 9d ago First seen · 160 lines · 149 tokens per session scan A 5700429fa337

Subscribe to this mod's changes

game-feel is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed today), licensed MIT. It adds 149 tokens to every session and 2,298 once invoked, about $0.0007 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.

Related

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