game-feel-2d

game-feel-2d is a skill for Codex from woliveiras/geremmyas. It costs 57 tokens per session (476 once invoked), scanned A, original, MIT.

A guide for improving the moment-to-moment response and feedback of 2D games. It covers controls, jumps, input buffering, hit stop, recoil, camera shake, particles, and gameplay warnings.

In plain words
What is it for?
Use it to tune movement and impact timing, add responsive feedback, balance visual effects, and provide reduced-motion, reduced-flash, or reduced-camera-shake settings.
Why use it?
It helps identify whether a mechanic feels slow because of input, simulation, animation, camera behavior, or effects, without accidentally changing the underlying game rules.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: $skill-name invocation.

Good fit Use it to tune movement and impact timing, add responsive feedback, balance visual effects, and provide reduced-motion, reduced-flash, or reduced-camera-shake settings.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/woliveiras/geremmyas/game-feel-2d
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 woliveiras/geremmyas --skill game-feel-2d
Clone the repo
git clone --depth 1 https://github.com/woliveiras/geremmyas

Made for: Codex.

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-2d

README.md
[![agentmods](https://agentmods.dev/badge/skills/woliveiras/geremmyas/game-feel-2d/github.svg)](https://agentmods.dev/skills/woliveiras/geremmyas/game-feel-2d)
Your own site
<a href="https://agentmods.dev/skills/woliveiras/geremmyas/game-feel-2d"><img src="https://agentmods.dev/badge/skills/woliveiras/geremmyas/game-feel-2d/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-2d

Your own site · 80×15
<a href="https://agentmods.dev/skills/woliveiras/geremmyas/game-feel-2d"><img src="https://agentmods.dev/badge/skills/woliveiras/geremmyas/game-feel-2d.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 57 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 476 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.
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 $0.00057 $0.00476
Opus 5 $0.00028 $0.00238
Sonnet 5 $0.00011 $0.00095
Haiku 4.5 $0.00006 $0.00048

Measured 11d ago against content hash 5fc6486ef5d6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

game-feel-2d 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 11d 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.

content/skills/game-feel-2d/SKILL.md · 47 lines

What it actually says

Game Feel 2D

Improve responsiveness and feedback without changing the intended gameplay rules accidentally.

Establish a baseline

  1. Read project instructions and identify engine version, physics model, input devices, camera, target frame rate, and accessibility settings.
  2. Reproduce and measure the current mechanic.
  3. Separate input latency, simulation response, animation, camera, effects, and audio.
  4. Define the desired feel in measurable terms such as time to apex, stop time, buffer window, hit-stop duration, and camera settling.

Load references

  • Read feel-patterns.md for controls, motion, impact, camera, and tuning.
  • For Phaser, also read phaser.md.
  • For Godot, also read godot.md.
  • Use $gameplay-programming-2d when authoritative rules change and $game-audio-2d for mix and playback behavior.

Tune one feedback loop

  1. Put tunable values in a named configuration grouped by mechanic.
  2. Change one variable family at a time.
  3. Preserve gameplay truth during presentation-only effects.
  4. Define stacking, cancellation, pause, and slow-motion behavior.
  5. Provide reduced-motion, reduced-flash, and camera-shake controls when the effect can cause discomfort.
  6. Compare before and after at real speed and slow motion.

Verify

  • Test multiple frame rates and input devices.
  • Check that hit stop does not duplicate damage or break timers.
  • Check that camera and pixel-art transforms remain stable.
  • Confirm feedback still communicates without color, sound, or shake alone where accessibility requires redundancy.
  • Require human playtesting for the final feel judgment.

Guardrails

  • Do not hide sluggish rules under particles or camera shake.
  • Do not mutate collision bodies for squash and stretch.
  • Do not use unbounded shake, flash, rumble, or time scale.
  • Do not couple damage application to a cosmetic tween callback.
Files

What ships with it

4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 11d ago First seen · 47 lines · 57 tokens per session scan A 5fc6486ef5d6

Subscribe to this mod's changes

game-feel-2d is a skill published in the GitHub repository woliveiras/geremmyas (10 stars, last pushed 1mo ago), licensed MIT. It adds 57 tokens to every session and 476 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 2026-08-31.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens