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/summerengine/summer-engine-agent/debugging-game-feelnpx skills add SummerEngine/summer-engine-agent --skill debugging-game-feelgit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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/summerengine/summer-engine-agent/debugging-game-feel)<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="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 | $0.00053 | $0.02442 |
| Opus 5 | $0.00026 | $0.01221 |
| Sonnet 5 | $0.00011 | $0.00488 |
| Haiku 4.5 | $0.00005 | $0.00244 |
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 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- debugging-game-feel — 89% identical, 58 lines differ
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: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.
- 2d ago First seen · 195 lines · 53 tokens per session scan A dbf14403600f
debugging-game-feel is a skill published in the GitHub repository SummerEngine/summer-engine-agent (57 stars, last pushed yesterday), licensed MIT. It adds 53 tokens to every session and 2,442 once invoked, about $0.0003 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.
Other skills, from other repositories
console-get-logs
Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.
editor-application-get-state
Return the current state of UnityEditor.EditorApplication — playmode, paused state, compilation state, and related flags.
console-clear-logs
Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first.
profiler-start
Enable Unity's runtime profiler and open the Profiler window. Idempotent: calling when already enabled returns the current enabled state without error.
godot-debugging
Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes.
beehave
Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger.