game-feel-design

game-feel-design is a skill for Claude Code from MRCalderon3D/everything-game-dev-code. It costs 32 tokens per session (466 once invoked), scanned A, original, MIT.

A game design guide for making player actions feel clear and responsive through timing, animation, camera movement, sound, visual effects, and haptics.

In plain words
What is it for?
It is for specifying feedback for core actions, setting response-time targets, and defining adjustable settings such as screen shake and flashes.
Why use it?
It helps fix actions that feel slow or unclear while keeping added effects from hurting readability or accessibility.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the everything-game-dev-code plugin — 74 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers shipped together

Good fit It is for specifying feedback for core actions, setting response-time targets, and defining adjustable settings such as screen shake and flashes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/game-feel-design
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 MRCalderon3D/everything-game-dev-code --skill game-feel-design
Clone the repo
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code

Made for: Claude Code.

Or install everything-game-dev-code, the plugin that ships this one along with the rest of its 74 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers.

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-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/game-feel-design/github.svg)](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/game-feel-design)
Your own site
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/game-feel-design"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/game-feel-design/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-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/game-feel-design"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/game-feel-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 32 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 466 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 $0.00032 $0.00466
Opus 5.5 $0.00013 $0.00186
Sonnet 5.5 $0.00006 $0.00093
Haiku 4.5 $0.00003 $0.00047

Measured 1mo ago against content hash be375fc85ea9, 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-design 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 1mo 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/design/game-feel-design/SKILL.md · 65 lines

What it actually says

Game Feel Design

Purpose

Design moment-to-moment feedback — hit-stop, screen shake, tweening, and response timing — so actions feel readable and satisfying.

Use When

  • core actions feel flat, mushy, or unresponsive in playtests
  • feedback layers (visual, audio, haptic) need a coherent budget and priority
  • juice additions start hurting readability or competitive clarity

Inputs

  • core loop and action set
  • input-to-response timing measurements
  • existing feedback inventory (VFX, SFX, camera, haptics)
  • readability and accessibility constraints

Process

  1. inventory each player action and its current feedback stack
  2. define target response timing per action (anticipation, contact, recovery)
  3. assign feedback layers per action: animation, camera, audio, haptics, UI
  4. set a juice budget — where intensity helps and where it harms readability
  5. define tuning variables and exposure so feel can be iterated without code changes
  6. validate against accessibility needs (shake reduction, flash limits, haptic toggles)

Outputs

  • feedback stack specification per core action
  • response timing targets
  • juice budget with readability limits
  • tuning variable list for iteration

Quality Bar

  • supports the core fantasy and player goals
  • defines readable rules, edge cases, and feedback
  • creates concrete hooks for tuning, telemetry, and QA

Common Failure Modes

  • stacking effects until readability collapses
  • tuning feel by anecdote without timing measurements
  • feedback that cannot be reduced or disabled for accessibility
  • gameplay-programmer
  • ui-ux-designer
  • audio-designer
  • game-feel-pass
  • audio-pass
  • ui-flow-review
  • accessibility-design
  • combat-design

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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. 1mo ago First seen · 65 lines · 32 tokens per session scan A be375fc85ea9

Subscribe to this mod's changes

game-feel-design is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (98 stars, last pushed 17d ago), licensed MIT. It adds 32 tokens to every session and 466 once invoked, about $0.0001 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 2026-09-03.

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