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 Lagunaswift/GameDevelopmentAudit --skill game-feel-auditgit clone --depth 1 https://github.com/Lagunaswift/GameDevelopmentAuditWrote 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/lagunaswift/gamedevelopmentaudit/game-feel-audit)<a href="https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/game-feel-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/game-feel-audit/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/lagunaswift/gamedevelopmentaudit/game-feel-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/game-feel-audit.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00164 | $0.01585 |
| Opus 5 | $0.00082 | $0.00792 |
| Sonnet 5 | $0.00033 | $0.00317 |
| Haiku 4.5 | $0.00016 | $0.00159 |
Grade A, and why
game-feel-audit 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 11d 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.
How it starts
The opening of the file, as written. The whole thing — 55 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Feel Audit
Game feel is the accumulated weight of dozens of tiny feedback effects layered on the core verb: what the player sees, hears, and senses in the tenth of a second after pressing a button. Players never itemise these effects; they just report that a game with them feels good and a game without them feels cheap. This skill audits and prescribes that layer.
Core concepts
Feel is spent on the core verb. The action the player performs hundreds of times per session (shoot, hit, jump, dash) carries the whole experience, so the feedback budget concentrates there. A polished menu on a limp core verb is effort in the wrong place.
Every meaningful event needs a feedback stack. A hit that only decrements a number did not happen, as far as the player's senses report. Stack channels on each impact: a flash or colour pop on the target, an impact particle at the contact point, a sound with real low end, knockback on the receiver, a screen response. Two or three channels firing together read as weight; one reads as a spreadsheet.
Exaggerate past realism. Projectiles sized and paced for visibility rather than accuracy, oversized explosions, generous muzzle flashes, spread that makes the stream look alive. Action readability beats simulation fidelity in this layer every time.
The camera is a feel instrument. Smoothed follow (interpolation rather than lock), lookahead toward aim or movement so the screen shows what matters instead of the player sprite, recoil kick opposite the fire direction, and shake scaled to impact. Shake specifically: implement it with a decaying intensity value that events add to, not as a binary on/off, and clamp the maximum.
Hitstop buys perceived impact for free. Pausing the game a few tens of milliseconds on significant hits gives the moment processing weight without the player consciously registering the pause. Scale duration to significance (light hit, heavy hit, kill) and guard against stacking during multi-hit frames.
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.
- 11d ago First seen · 55 lines · 164 tokens per session scan A f1cc24b7eba8
game-feel-audit is a skill published in the GitHub repository Lagunaswift/GameDevelopmentAudit (5 stars, last pushed 2mo ago), licensed MIT. It adds 164 tokens to every session and 1,585 once invoked, about $0.0008 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 2026-08-31.
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