game-feel

game-feel is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 118 tokens per session (5,470 once invoked), scanned A, original, MIT.

A set of coordinated hit effects: a brief flash on the damaged object, camera shake, and temporary reduction of background music so the impact sound stands out.

In plain words
What is it for?
Use it for combat hits, pickups, explosions, spell casts, and other game events that feel weak or lack impact.
Why use it?
It makes hits and other actions feel noticeable by combining visual, camera, and audio feedback at the same moment.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Needs its repository: it reads a path above its own folder, which exists only inside the repository. The line is CRITICAL: do NOT inline a `StandardMaterial3D` as a `sub_resource` via `summer_set_prop`. Build it in script (as above) or save it to `materials/flash.tres`. In.

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

Good fit Use it for combat hits, pickups, explosions, spell casts, and other game events that feel weak or lack impact.

Compare 6 skills from other repositories ↓
Install

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.

Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent
agentmods
npx agentmods add skills/summerengine/summer-engine-agent/game-feel

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 game-feel

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/game-feel/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/game-feel)
Your own site
<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.

agentmods 80×15 button for game-feel

Your own site · 80×15
<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>
Per session 118 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,470 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 $0.00118 $0.05470
Opus 5 $0.00059 $0.02735
Sonnet 5 $0.00024 $0.01094
Haiku 4.5 $0.00012 $0.00547

Measured 6d ago against content hash cd51ea891bfb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

skills/visual-effects/game-feel/SKILL.md · 398 lines

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: HitFlash on ./World/Enemy, CameraShake script on ./World/Player/Camera3D, AudioDucker autoload, and connect the damaged signal so one hit fires all three. About 130 lines of GDScript across 3 files. May I proceed?

Read the full file on GitHub · 398 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. 6d ago First seen · 398 lines · 118 tokens per session scan A cd51ea891bfb

Subscribe to this mod's changes

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.

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