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Game Feel & VFX

Roadmap: Game feel & VFX

Juice, physics feel, shaders and particles for Godot 4.7, plus our own free Hit Juice and Screen Transition Kit for web games.

Make the game feel good before it looks good. Tune physics first so movement is stable, then add juice (shake, hit-stop, squash), then shaders and particle effects. For web games, our Hit Juice and Screen Transition Kit packs do the same jobs with no engine. game-feel is hosted but not badged: one negative trigger prompt still selects it.

Download the bundle

Free, no payment: we only ask you to sign in. Each skill below is also a free download on its own page.

For agents, create an API key in Settings and use:

curl -fL -H "Authorization: Bearer $GAMESKILL_API_KEY" https://gameskill.dev/bundles/game-feel-vfx/download.zip -o game-feel-vfx.zip

In the order you use them

  1. 1. Stable physics: fixed timestep, mass and drag, CCD, collision layers

    By GameSkill · based on gamedev-skills (Apache-2.0)

    Skill ZIP
  2. Game Feel & JuiceHosted, 26/27, no badge

    2. Juice: shake, hit-stop, easing, squash and stretch, knockback

    By GameSkill · based on gamedev-skills (Apache-2.0)

    Skill ZIP
  3. Godot ShadersTested 23/23

    3. Shaders: flashes, dissolves, UV and screen effects

    By GameSkill · based on gamedev-skills (Apache-2.0)

    Skill ZIP
  4. 4. Particles: explosions, trails, impacts within mobile budgets

    By GameSkill · based on Scenario (MIT)

    Skill ZIP

Our free original packs (in the ZIP)

  • 💥 Hit Juice · Make every hit feel heavy in 2D web games: trauma screen shake, hit-stop, flash, squash and stretch, knockback, sparks, damage numbers and phone vibration.
  • 🎬 Screen Transition Kit · Scene transitions for web games: fade, iris wipe, diamond, pixel blocks, blinds, diagonal slash and curtain, with an await-able API.

Going further: GameSkill Pro

✨ Game VFX PackUltimate bursts, dissolves, chain lightning, shields, sword slashes and portals, upgraded with bloom pulses, smooth shake, hit-stop, haptics and automatic quality scaling.

Self-check

  • Physics runs on a fixed timestep; visuals interpolate
  • Every hit has at least two kinds of feedback (motion, flash, sound)
  • Shake and hit-stop are short and can be turned down in settings
  • Particle counts stay inside the mobile budget
  • Fast objects use CCD so they do not tunnel through walls

Every skill is its author's work, included unchanged under its license (MIT or Apache-2.0), with LICENSE, ATTRIBUTION.md and CHANGES.md in its folder. The bundle README and checklist are ours, under MIT. Skills marked GameSkill original are ours as well (MIT), with LICENSE and CREDITS.md in their folder.