game-feel-audit

game-feel-audit is a skill for Claude Code, Codex from Lagunaswift/GameDevelopmentAudit. It costs 164 tokens per session (1,585 once invoked), scanned A, original, MIT.

A review of the small visual, sound, and physical responses that make repeated game actions feel clear and satisfying.

In plain words
What is it for?
Use it to improve impact feedback, hit effects, sound, knockback, screen response, and the feel of a game's main action.
Why use it?
It helps explain why actions such as shooting, hitting, jumping, or dashing feel weak even when their underlying code works.

Skill for Claude CodeCodex

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

Good fit Use it to improve impact feedback, hit effects, sound, knockback, screen response, and the feel of a game's main action.

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

Made for: Claude Code, Codex.

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-audit

README.md
[![agentmods](https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/game-feel-audit/github.svg)](https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/game-feel-audit)
Your own site
<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.

agentmods 80×15 button for game-feel-audit

Your own site · 80×15
<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>
Per session 164 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,585 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 $0.00164 $0.01585
Opus 5 $0.00082 $0.00792
Sonnet 5 $0.00033 $0.00317
Haiku 4.5 $0.00016 $0.00159

Measured 11d ago against content hash f1cc24b7eba8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/game-feel-audit/SKILL.md · 55 lines

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.

Read the full file on GitHub · 55 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. 11d ago First seen · 55 lines · 164 tokens per session scan A f1cc24b7eba8

Subscribe to this mod's changes

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.

Related

Other skills, from other repositories

html-ppt-zhangzara-8-bit-orbit

A gamer's journey building a retro-arcade collection — the obsession, the hunt, and what the machines came to mean. Built as a decision-grade story deck for friends, hobby community.

nexu-io/open-design · 53 tokens

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.

IvanMurzak/Unity-MCP · 58 tokens

threejs-audio-generator

Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, UI sounds, impact/weapon/vehicle audio, creature and boss stingers, announcer and dialogue TTS, voice conversion from a scratch performance, voice cleanup, audio manifests, and Web Audio…

majidmanzarpour/threejs-game-skills · 71 tokens

sprite-gen

A pipeline for turning generated 2D game-character images into transparent sprite sheets, which store animation frames for a game.

aldegad/sprite-gen · 79 tokens

audio-design

Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music…

gamedev-skills/awesome-gamedev-agent-skills · 81 tokens

create-game-assets

Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.

gamedev-skills/awesome-gamedev-agent-skills · 52 tokens