debugging-game-feel

debugging-game-feel is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 53 tokens per session (2,442 once invoked), scanned A, original, MIT.

A method for diagnosing gameplay that works technically but feels wrong, such as floaty movement, weak impacts, or a sluggish camera.

In plain words
What is it for?
Use it to isolate and measure movement, combat, camera, and other interaction variables before polishing the result.
Why use it?
These problems come from timing, tuning, and player feedback rather than ordinary code errors, so normal tests may not reveal them.

Skill for Claude Code

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

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Good fit Use it to isolate and measure movement, combat, camera, and other interaction variables before polishing the result.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/debugging-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 SummerEngine/summer-engine-agent --skill debugging-game-feel
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

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 debugging-game-feel

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/debugging-game-feel/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/debugging-game-feel)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/debugging-game-feel"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/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.

agentmods 80×15 button for debugging-game-feel

Your own site · 80×15
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/debugging-game-feel"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/debugging-game-feel.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 53 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,442 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 $0.00053 $0.02442
Opus 5.5 $0.00021 $0.00977
Sonnet 5.5 $0.00011 $0.00488
Haiku 4.5 $0.00005 $0.00244

Measured 1mo ago against content hash dbf14403600f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/workflow/debugging-game-feel/SKILL.md · 195 lines

How it starts

The opening of the file, as written. The whole thing — 195 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 summer: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 summer: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 summer:investigating-bugs.
  • The feature crashes or throws — go to summer:debug.
  • The feature hasn't been built yet — design it via summer:brainstorming first.

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."

Read the full file on GitHub · 195 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. 1mo ago First seen · 195 lines · 53 tokens per session scan A dbf14403600f

Subscribe to this mod's changes

debugging-game-feel is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed 1mo ago), licensed MIT. It adds 53 tokens to every session and 2,442 once invoked, about $0.0002 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.

Related

Other skills, from other repositories

performance-optimization

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each…

gamedev-skills/awesome-gamedev-agent-skills · 121 tokens

godot-debugging

Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes.

jame581/GodotPrompter · 26 tokens

beehave

Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger.

jame581/GodotPrompter · 35 tokens

self-evolve

Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.

tettethu/VibeGame · 50 tokens

artist-self-evolve

Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.

tettethu/VibeGame · 62 tokens

vibegame-build

Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.

tettethu/VibeGame · 42 tokens