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 ouzlifaneyassine1-dot/onyx-engine --skill debugging-game-feelgit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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/ouzlifaneyassine1-dot/onyx-engine/debugging-game-feel)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/debugging-game-feel"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/debugging-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/ouzlifaneyassine1-dot/onyx-engine/debugging-game-feel"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/debugging-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 | $0.00053 | $0.02236 |
| Opus 5 | $0.00026 | $0.01118 |
| Sonnet 5 | $0.00011 | $0.00447 |
| Haiku 4.5 | $0.00005 | $0.00224 |
Grade A, and why
debugging-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 6d 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.
This is a copy
89% identical to debugging-game-feel — 58 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 175 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Debugging Game Feel
Overview
"Works but feels wrong" is its own debugging discipline. The code is correct. No diagnostic flags it. The unit tests pass. And yet the jump is floaty, the sword has no weight, the camera lags the player, the dash is unsatisfying.
Core principle: Game-feel bugs are tuning bugs, not logic bugs. Treat them with discipline — isolate one variable, compare to a reference, measure what you can, feel what you can't.
This skill is for the diagnostic phase. The polish-and-juice layer (screen shake, hit-stop, particles, sound design) is onyx:visual-effects/game-feel — go there once you've identified WHICH variable is wrong.
When To Use
- The user says: "feels floaty", "feels mushy", "feels off", "feels sluggish", "doesn't feel right", "lacks impact", "lacks weight", "doesn't feel satisfying".
- The feature passes
onyx:playtesting-a-feature(no errors, golden path runs) but still doesn't feel right. - You're tuning movement, combat, camera, or any interaction with frame-level timing.
When NOT To Use
- The feature has a concrete reproducible bug — go to
onyx:investigating-bugs. - The feature crashes or throws — go to
onyx:debug. - The feature hasn't been built yet — design it via
onyx:brainstormingfirst.
The Iron Law
ONE VARIABLE AT A TIME. ALWAYS.
Game-feel debugging is the place where engineers most often violate this rule, because each variable is a small tweak. "Let me bump acceleration AND friction AND max speed all together" produces a result you cannot reason about. You learn nothing. The bug returns.
The Loop
Anchor → Isolate → Tweak one variable → Compare → Decide → Repeat
1. Anchor: name the reference
Before touching any value, decide what "right" feels like. Game feel is subjective; without an anchor, you are debugging air.
Two ways to anchor:
| Anchor type | When to use | Example |
|---|---|---|
| Reference game footage | The user has a target in mind (Hollow Knight jumps, Dark Souls weight, Hades dashes) | "Match the Hollow Knight jump arc — peak in ~0.25s, fall ~0.35s, terminal velocity around frame 30" |
| Internal known-good | An older build / a sibling feature in the same game already feels right | "The pistol fires snappy. Make the rifle feel as snappy as the pistol minus the recovery frames." |
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.
- 6d ago First seen · 175 lines · 53 tokens per session scan A 21dd8c89e99d
debugging-game-feel is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 53 tokens to every session and 2,236 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to debugging-game-feel, differing in 58 lines, and is treated as a copy.
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