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 OpenDCAI/GameFactory-3A --skill game-feelgit clone --depth 1 https://github.com/OpenDCAI/GameFactory-3AWrote 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/opendcai/gamefactory-3a/game-feel)<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.
<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>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 | $0.00000 | $0.01287 |
| Opus 5.5 | $0.00000 | $0.00515 |
| Sonnet 5.5 | $0.00000 | $0.00257 |
| Haiku 4.5 | $0.00000 | $0.00129 |
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.
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.
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.
- 5d ago First seen · 106 lines · 0 tokens per session scan A 2767058daf01
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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