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 agentmods add skills/mrcalderon3d/everything-game-dev-code/game-feel-designnpx skills add MRCalderon3D/everything-game-dev-code --skill game-feel-designgit clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-codeWrote 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/mrcalderon3d/everything-game-dev-code/game-feel-design)<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="Measured on agentmods" 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 | $0.00032 | $0.00466 |
| Opus 5 | $0.00016 | $0.00233 |
| Sonnet 5 | $0.00006 | $0.00093 |
| Haiku 4.5 | $0.00003 | $0.00047 |
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 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.
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
- inventory each player action and its current feedback stack
- define target response timing per action (anticipation, contact, recovery)
- assign feedback layers per action: animation, camera, audio, haptics, UI
- set a juice budget — where intensity helps and where it harms readability
- define tuning variables and exposure so feel can be iterated without code changes
- 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
Related Agents
- gameplay-programmer
- ui-ux-designer
- audio-designer
Related Commands
- game-feel-pass
- audio-pass
- ui-flow-review
Related Skills
- 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.
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 First seen · 65 lines · 32 tokens per session scan A be375fc85ea9
game-feel-design is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (80 stars, last pushed 16d ago), licensed MIT. It adds 32 tokens to every session and 466 once invoked, about $0.0002 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 2026-09-03.
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verification
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art-generate
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help
Analyzes what is done and the users query and offers advice on what to do next. Use if user says what should I do next or what do I do now or I'm stuck or I don't know what to do.
asset-audit
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
balance-check
Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.
hybrid-prototype
Fast-lane prototype skill for the hybrid workflow. Builds a playable prototype in 2-3 days with minimal process overhead. Designed for discovery phase.