Use when designing, tuning, or reviewing the moment-to-moment feel of ANY action in ANY genre — responsiveness, input latency, forgiveness windows (coyote time, input buffering), the juice toolkit (hit-stop, screen shake, squash/stretch, particles, easing, sound layering), the 12 animation principles, camera feel, and UI/menu feel. Also use to diagnose controls that feel floaty, laggy, mushy, weightless, or a screen so noisy you can't read game state. Triggers on "game feel", "juice", "juicy", "feels floaty", "feels unresponsive", "input lag", "coyote time", "input buffering", "hit-stop", "screen shake", "squash and stretch", "easing", "tweening", "feedback", "make it feel good", "game feels mushy".
インストール
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
Use when designing, tuning, or reviewing the moment-to-moment feel of ANY action in ANY genre — responsiveness, input latency, forgiveness windows (coyote time, input buffering), the juice toolkit (hit-stop, screen shake, squash/stretch, particles, easing, sound layering), the 12 animation principles, camera feel, and UI/menu feel. Also use to diagnose controls that feel floaty, laggy, mushy, weightless, or a screen so noisy you can't read game state. Triggers on "game feel", "juice", "juicy", "feels floaty", "feels unresponsive", "input lag", "coyote time", "input buffering", "hit-stop", "screen shake", "squash and stretch", "easing", "tweening", "feedback", "make it feel good", "game feels mushy".
Game Feel & Juice
How to make any action — a jump, a gunshot, a match-3 pop, a card play, a button press — feel responsive, weighty, and readable. Feel is engineerable: tight control + a consistent simulation + a tuned layer of feedback, with feedback held to a measured ceiling so it communicates instead of overwhelming.
Tier: universal craft (→ gamestack-core). Applies to every genre and every game. The combat-specific application of these tools lives in combat-design, which cites up to this skill.
When to use this
Tuning how a verb feels: input response, forgiveness windows, the juice bundle on an action
Authoring a per-action feedback budget a generator can apply consistently
Auditing why controls feel floaty/laggy or why the screen is unreadable noise
Specifying camera feel, UI/menu feel, and animation timing at the design level
Scope
This skill owns the feel of an action in isolation — control, simulation fidelity, and the feedback layered on top. Adjacent concerns live in sibling skills:
Combat-specific feel: hit-stop per damage tier, telegraphing as fairness, enemy/encounter feel → combat-design (applies this skill to hits)
Where feedback fits the HUD and information hierarchy → ui-ux-and-feedback
Visual readability, silhouette, signal color → art-direction-and-readability
Macro rhythm across a session (this skill is the second-to-second layer) → pacing-and-the-player-journey
Reward/flow/motivation theory underneath → game-design-fundamentals
How the pieces fit
GUIDE.md — the cited why, in six sub-domains: Swink's three building blocks (control · simulated space · polish), input & response (latency, buffering, coyote time, forgiveness), the juice toolkit (squash/stretch, anticipation, follow-through, hit-stop, shake, particles, easing, sound), the 12 animation principles applied to games, camera feel, and UI/menu feel. Each rule carries an exemplar + source, a test-for criterion, the named failure mode, and the procedural/headless implication.
CHECKLIST.md — Do/Don't + machine-checkable Test-for criteria, grouped by sub-domain. Written to be enforced as validators in a generation loop.
The two ideas to anchor on
1. Fix feel before you juice it. Game feel (Swink) is real-time control of an avatar in a consistent simulated space; juice is the audiovisual polish on top. Polish layered over laggy controls or inconsistent physics is lipstick — strip every effect and the core must still feel right. Order: latency → forgiveness → simulation → then juice.
2. Juice has a ceiling — it's an inverted U. The largest study on the subject (Kao 2020, N=3,018) found Extreme juice hurts experience, motivation, and raw performance as much as None. Tune to the Medium–High band; reserve the biggest effects for the rarest moments. More feedback that obscures game state makes the player feel controlled by the game, not in control of it.
Why this matters doubly for a generator: a human team feels laggy controls or a juice-overloaded screen as "off." An autonomous generator does not. Hand-author the physics constants, the forgiveness windows, and a per-action feedback budget table (event × magnitude → bounded bundle) as inviolable contracts; let generation compose vetted parts inside them; run a feedback-budget linter and a physics-contract validator before any content is committed.