Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agentnpx agentmods add skills/summerengine/summer-engine-agent/game-feelWrote 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/game-feel)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/game-feel"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/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/summerengine/summer-engine-agent/game-feel"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/game-feel.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00118 | $0.05470 |
| Opus 5 | $0.00059 | $0.02735 |
| Sonnet 5 | $0.00024 | $0.01094 |
| Haiku 4.5 | $0.00012 | $0.00547 |
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 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.
How it starts
The opening of the file, as written. The whole thing — 398 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/vfx — The Trio That Makes Games Feel Punchy
Particles do not make a game feel good. Screen shake alone does not either. What makes a hit land is three systems firing on the same frame: a sub-frame hit flash on the body that got hit, trauma-based camera shake with quadratic falloff so big hits saturate, and audio ducking that briefly squashes Music/Ambient so the impact SFX punches through. This skill installs the canonical Summer Engine stack as three small systems wired to one signal.
Step 1 — Ask what feels flat
Open with one focused question. Wait for the answer.
What feels flat? Pick one to start: combat hits / pickups / explosions / spell casts / something else.
If the user says "all of it", anchor on combat hits — the hit-flash + shake + duck trio is the loudest perceived improvement per minute, and pickups/explosions reuse the same building blocks afterwards.
Step 2 — Read the current scene state
Before adding anything, see what's there.
Preferred (Summer MCP):
summer_get_scene_tree
summer_inspect_node "./World/Enemy" # the body that gets hit
summer_inspect_node "./World/Player/Camera3D" # the camera to shake
You're looking for: a MeshInstance3D on the hurt body (for the flash), an existing Camera3D on the player (don't spawn a new one), and the names of the audio buses already present (Master + at least one of Music, Ambient, SFX).
If there's no Camera3D under the player, stop and ask before adding one — there may be a level camera elsewhere you'd be fighting.
If the only bus is Master, ducking will do nothing useful. See Common mistakes below.
Fallback (no MCP): ask the user to paste the relevant .tscn and the project's default_bus_layout.tres (or describe the bus list).
Step 3 — Propose the bundle
Don't drip the systems in one at a time. The whole point is the trio fires together — install all three, wire one signal, see it land.
I'm about to add:
HitFlashon./World/Enemy,CameraShakescript on./World/Player/Camera3D,AudioDuckerautoload, and connect thedamagedsignal so one hit fires all three. About 130 lines of GDScript across 3 files. May I proceed?
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 · 398 lines · 118 tokens per session scan A cd51ea891bfb
game-feel is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 118 tokens to every session and 5,470 once invoked, about $0.0006 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
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.
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.
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.
vibegame-start
Resume a VibeGame orchestrator session after vibegame start. Use at the beginning of a Claude or Codex session to inspect team runtime state, repair missing persistent members, load goal and GDD context, inspect tasks, and ask the user what to do next.
vibegame-edit
Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.
hearth-feel
Make a Hearth game feel good, not just run — the juice stack (hit-stop, screen shake, flash, particle bursts, layered sound), tween easing, camera effects, anticipation/recovery animation idioms, game-UX conventions (menus, pause, onboarding, difficulty, save etiquette), effect-asserting playtests, and the quality bar…