Game Feel & Juice
/game-feel
Add juice to actions: screen shake, hit-stop, eased motion, squash and stretch, knockback and layered audio-visual feedback.
- GitHub stars
- 2,085 (repository stars as of 2026-10-21)
- License
- Apache-2.0
- Last commit
- 2026/10/09
- By
- gamedev-skills
Part of
Awesome Gamedev Agent Skills
74 portable SKILL.md skills for Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE and Roblox, with a router.
Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-feelInstalls only this skill. Add -a claude-code (puts it in .claude/skills/), -a codex or -a cursor (.agents/skills/) to choose the agent, and -g to install it for your user instead of the project.
Commands are copied from the project's README. Check the repository before running anything on your machine.
Install for a specific agent
| Agents | -a | Folder |
|---|---|---|
| Claude Code | claude-code | .claude/skills/ |
| Codex | codex | .agents/skills/ |
| Cursor | cursor | .agents/skills/ |
| Gemini CLI | gemini-cli | .agents/skills/ |
| GitHub Copilot | github-copilot | .agents/skills/ |
| OpenCode | opencode | .agents/skills/ |
| Windsurf | windsurf | .windsurf/skills/ |
Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.
What you get
- Worked steps: Screen shake by decaying "trauma"; Hit-stop / freeze frame; Squash & stretch + overshoot via an eased tween; A feedback bundle scaled by importance
- A pitfalls section with the mistakes to avoid
- Bundled 1 reference doc the agent reads when needed
Good fit
- Requests about game feel, juice, make it feel good/punchy, screen shake or hit stop
Try this prompt
Make hits feel punchy with screen shake, hit-stop and squash and stretch.About this skill
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
From the game-feel SKILL.md in gamedev-skills/awesome-gamedev-agent-skills.
What's inside
- Core principle: feedback is layered and exaggerated
- Screen shake by decaying "trauma" (smooth, not a random jitter)
- Hit-stop / freeze frame (sell impact by briefly stopping time)
- Squash & stretch + overshoot via an eased tween (the "pop")
- A feedback bundle scaled by importance (keep juice proportional)
FAQ
Works well with
Skills the author points to as related or as the better fit for neighbouring tasks.
Game Camera Systems
Cameras that feel good: 2D follow with deadzone and look-ahead, 3D orbit with collision, first-person look, multi-target framing and shake.
Godot Animation
Animate in Godot 4.7 with AnimationPlayer clips, AnimationTree state machines and blend spaces, and code-driven Tweens.
Game Audio Design
Engine-neutral game audio: mixer buses and decibel gain, ducking, adaptive music through layering, SFX variation and beat sync.
Game Physics Tuning
Stable, good-feeling physics: fixed timestep with interpolation, mass and drag, CCD against tunneling, jitter fixes and collision layers.
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