game-feel

game-feel is a skill for Claude Code, Codex from OpenDCAI/GameFactory-3A. It costs 0 tokens per session (1,287 once invoked), scanned A, original, Apache-2.0.

A guide for adding game feel: the visual, sound, motion, camera, and vibration feedback that makes player actions clear. It defines these responses around confirmed game events rather than unconfirmed button presses.

In plain words
What is it for?
Use it when planning impact feedback, haptics, camera follow, screen motion, transitions, or other responses to player actions.
Why use it?
It helps prevent presentation effects from being mixed into game rules and makes feedback decisions explicit and consistent.

Skill for Claude CodeCodex

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

Good fit Use it when planning impact feedback, haptics, camera follow, screen motion, transitions, or other responses to player actions.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/opendcai/gamefactory-3a/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 OpenDCAI/GameFactory-3A --skill game-feel
Clone the repo
git clone --depth 1 https://github.com/OpenDCAI/GameFactory-3A

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/game-feel/github.svg)](https://agentmods.dev/skills/opendcai/gamefactory-3a/game-feel)
Your own site
<a href="https://agentmods.dev/skills/opendcai/gamefactory-3a/game-feel"><img src="https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/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/opendcai/gamefactory-3a/game-feel"><img src="https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/game-feel.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,287 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 $0.00000 $0.01287
Opus 5.5 $0.00000 $0.00515
Sonnet 5.5 $0.00000 $0.00257
Haiku 4.5 $0.00000 $0.00129

Measured 5d ago against content hash 2767058daf01, 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 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 5d 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.

agent_skills/game-feel/SKILL.md · 106 lines

How it starts

The opening of the file, as written. The whole thing — 106 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Feel and Playable Cameras

Read for impact/action feedback, device vibration, screen dynamics, camera follow, composition or transitions. For generated CG clips use the CG director instead. Paths below are repository-root-relative.

Ownership and handoff

Keep UI -> Mechanic -> runtime framework. Mechanic owns confirmed events and state; presentation consumes them. A swing/fire event is not a confirmed impact. Publish the necessary events in mechanic_contract.json before UI binds them. Do not introduce camera shake, HUD, vibration or global time scaling into rules.

For each player action record in the game's workspace:

Field Required decision
Trigger Exact published event, actor/recipient scope, confirmed outcome
Cue Animation/audio/VFX/UI cues and asset IDs; meaningful cue without motion/haptics
Motion Translation in engine world units, FOV degrees, duration seconds, upper bound
Haptics Opt-in setting, capability detection, duration with units, unsupported fallback
Repetition Event identity/edge trigger, replace/coalesce policy, rate limit
Camera Focus targets, offset, FOV/frustum, follow response, switch/cut policy, owner
Cleanup Pause, focus loss, device loss, respawn/scene exit and disposal
Evidence Native tests and observed play/recording; device test separately

Use subtle motion defaults and independent feedback, intensity, haptics and reduced-motion controls. Honor the platform's motion preference until the player overrides it. Zero optional motion removes shake/bob/roll/FOV pulses while keeping health, direction and action outcomes readable through static cues. Avoid flashes.

Camera implementation

One final camera writer owns base pose plus transient offsets. Never integrate last frame's shake back into the base pose. Use seconds and 1-exp(-response*dt) for follow damping, with explicit cuts for spawn/teleport. Keep player input and physics independent of presentation; aiming/picking must use the intended base aim, not a vibrating display pose. Frame the player and relevant action without revealing hidden targets. Disable competing Orbit/PointerLock/cinematic writers.

Read the full file on GitHub · 106 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. 5d ago First seen · 106 lines · 0 tokens per session scan A 2767058daf01

Subscribe to this mod's changes

game-feel is a skill published in the GitHub repository OpenDCAI/GameFactory-3A (928 stars, last pushed 5d ago), licensed Apache-2.0. It costs nothing until one of its globs matches a file; then it loads 1,287 tokens. 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 2026-10-16.

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