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game-feel游戏感觉

Agent Skill

game-feel 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

499

周安装

20

GitHub Stars

1

下载量

162
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-feel(游戏感觉)
来源仓库:https://github.com/jarrodmedrano/jarrod-claude-skills
仓库路径:skills/game-feel
安装命令:
npx skills add https://github.com/jarrodmedrano/jarrod-claude-skills --skill game-feel
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/jarrodmedrano/jarrod-claude-skills --skill game-feel

简介

用于处理 GitHub 仓库、Issue 和代码协作信息。

  • 适合在 Codex、Claude 等宿主中围绕代码变更进行整理。
  • 可结合来源仓库和 README 进一步核验具体功能。
  • 安装前建议确认权限范围和维护状态。game-feel 属于前端设计类 Skill,可作为该场景下的辅助能力补充。
  • 注意检查是否会触发命令执行或文件读写操作。

SKILL.md

Game Feel Skill

A framework for understanding, measuring, and creating satisfying game controls based on Steve Swink's comprehensive analysis.

Core Definition

Game feel is the tactile, kinesthetic sense of manipulating a virtual object. It's the sensation of control—that visceral feeling of steering, jumping, and interacting that exists somewhere between player and game.

"Game feel is an invisible art. If a designer's done their job correctly, the player will never notice it. It will just seem right."

The Three Building Blocks

Game feel requires all three elements working together:

ElementDefinitionWithout It
Real-Time ControlContinuous, immediate response to inputFeels like giving orders, not controlling
Simulated SpaceCollision and physics in a virtual worldNo sense of physical interaction
PolishEffects that emphasize interactionsFlat, lifeless, unconvincing

Human Perception Thresholds

The Correction Cycle

Players perceive, think, and act in ~240ms cycles:

  • Perceptual processor: ~100ms
  • Cognitive processor: ~70ms
  • Motor processor: ~70ms

Critical Thresholds

ThresholdValueEffect
Motion illusion10+ fpsBelow this, no sense of movement
Smooth motion30+ fpsMovement feels fluid
Instantaneous response<50msFeels like direct control
Noticeable lag100-200msSluggish but usable
Broken control>240msPlayer notices delay, feel breaks down
"At 50ms response, the game feels like an extension of your body. Above 100ms, you notice lag. Above 240ms, real-time control is broken."

See: references/perception-thresholds.md


The Six Metrics of Game Feel

1. Input

The physical device and signals it sends.

Measure: Sensitivity, states, signal types (Boolean vs continuous), physical ergonomics

2. Response

How input maps to game state changes.

Measure: Direct vs indirect mapping, simulation complexity, ADSR envelopes

3. Context

The spatial environment providing meaning to motion.

Measure: Object spacing relative to avatar speed, collision density, level layout

4. Polish

Effects that emphasize and sell interactions.

Measure: Particles, screen shake, animation sync, sound design

5. Metaphor

What the game represents and expectations it creates.

Measure: Realism vs abstraction, player expectations, genre conventions

6. Rules

Game rules that affect moment-to-moment feel.

Measure: Health systems, risk/reward, state changes, ability unlocks

See: references/six-metrics.md


The ADSR Envelope for Game Feel

Borrowed from audio synthesis, describes how response changes over time:

     Sustain ___________
    /                   \
   / Attack      Decay   \ Release
  /                       \
_/                         \_____
PhaseDescriptionExample (Mario Jump)
AttackTime to reach full responseJump force ramps up as button held
DecaySettling to sustained levelInitial burst settles
SustainMaintained level while input heldMaximum jump height maintained
ReleaseFalloff after input stopsGravity takes over on release

Key insight: Most "floaty" vs "tight" feelings come from Attack and Release times.

See: references/adsr-tuning.md


Common Feel Vocabulary

TermMeaningTypical Cause
TightPrecise, immediate responseShort attack, high acceleration, low release
FloatyLoose, delayed, driftyLong attack/release, high inertia
ResponsiveDoes what you want immediately<100ms response, direct mapping
SluggishDelayed, heavy feeling>150ms response, long attack
SlipperyHard to stop preciselyLow friction, long release
StickyHard to start movingHigh friction, long attack
WeightySense of mass and momentumAcceleration curves, gravity strength
SnappyQuick state transitionsShort attack AND release

Simulation Fundamentals

Position vs Velocity vs Acceleration

LevelWhat ChangesFeel
Set PositionTeleport directlyStiff, robotic (Donkey Kong)
Set VelocityChange speed directlyResponsive but unnatural
Apply ForceAdd accelerationFluid, physical (Mario, Asteroids)

The Asteroids Principle

Separate thrust from rotation for expressive space-feel:

  • Rotation: Direct, instant (no simulation)
  • Thrust: Adds force in facing direction (simulated)
  • Result: Ship feels on-the-edge-of-control but never actually out of control

The Mario Principle

Separate horizontal and vertical systems:

  • Horizontal: Acceleration, max speed, deceleration, run modifier
  • Vertical: Jump force, gravity, fall gravity (3x normal!), terminal velocity
  • Button hold time affects jump height (with min/max limits)

See: references/simulation-recipes.md


The Mario Jump Recipe

The most-analyzed jump in game history:

Horizontal Movement

Walk acceleration → Walk max speed
Run acceleration → Run max speed (B held)
Air acceleration (reduced)
Deceleration (same for walk/run)

Vertical Movement

Initial jump force (instant, large)
Gravity (constant, moderate)
Jump button hold → extends upward force (with max time)
Early release → force artificially set to low value
Apex detection → gravity triples for descent
Terminal velocity cap

The "Hack" That Makes It Work

When player releases jump early:

  1. Check if upward velocity > threshold
  2. If yes, instantly set velocity to preset low value
  3. This creates consistent arc shapes regardless of release timing

See: references/mario-mechanics.md


Polish That Matters

The Three-Tier Impact System

Light / Medium / Hard impacts each get:

  • Distinct animation
  • Distinct sound
  • Distinct visual effect (particles, screen shake)

Sound-Motion Harmony

  • Rising pitch = rising motion (Mario's jump sound)
  • Impact sounds match visual scale
  • Footsteps sync with animation frames
  • Material-specific sounds (metal, grass, stone)

Crossover Sensation

Multiple mechanics should feel bound by the same physics:

  • Swimming feels floaty *because* running feels grounded
  • Flying defies *the same gravity* that affects jumping
  • Contrast creates perceived consistency

See: references/polish-effects.md


Context: Level Design for Feel

Spatial Relationships Must Match Mechanics

  • Jump heights → platform heights
  • Run speed → corridor widths
  • Stopping distance → gap sizes before hazards

The "Just Right" Principle

Objects should be spaced so the intended move *just barely* works:

  • Long Jump gaps: exactly Long Jump distance
  • Triple Jump heights: exactly Triple Jump apex
  • Creates sense of mastery when executed

Soft Boundaries

Use physics to guide, not walls to block:

  • Steep inclines cause sliding (Mario 64)
  • Water slows movement
  • Winds push in intended directions
"Players don't feel the direct intervention of the designer. The limit feels like a logical consequence rather than an overt constraint."

See: references/spatial-context.md


Debugging Feel Problems

SymptomLikely CauseFix
"Floaty"Long attack/release timesShorten acceleration curves
"Sluggish"High response lagReduce input-to-display latency
"Slippery"Low decelerationIncrease friction/deceleration
"Stiff"No acceleration curveAdd attack phase to movement
"Unresponsive"Input not registeringCheck input polling rate
"Unpredictable"Variable trajectoriesUse fixed special-move arcs
"Weightless"Weak gravityIncrease fall gravity especially

Principles of Good Game Feel

  1. Predictable special moves — Fixed trajectories for precision maneuvers
  2. Variable basic moves — Expressive range for moment-to-moment control
  3. Consistent abstraction — Simple physics, but self-consistent
  4. Exceed metaphor expectations — Feel more real than graphics suggest
  5. Polish harmonizes — Sound, visual, animation tell same story
  6. Context matches capability — Level design respects avatar limits
  7. Response < 100ms — Maintain instantaneous feel
  8. Contrast creates variety — Different mechanics feel different

Quick Reference: Classic Feel Profiles

Asteroids (Floaty Space)

  • Thrust separate from rotation
  • Very low friction (4+ seconds to stop)
  • Screen wrap containment
  • Rotation: instant, no simulation

Super Mario Bros (Platformer Gold Standard)

  • Separate horizontal/vertical systems
  • Variable jump height (button hold)
  • Triple gravity on descent
  • Run modifier changes acceleration AND max speed
  • Reduced air control

Mario 64 (3D Translation)

  • Camera-relative thumbstick control
  • Incline-based sliding physics
  • Multiple jump types with fixed trajectories
  • Carving turn interpolation
  • Ground pound as precision landing tool

See: references/classic-profiles.md


Key Mantras

  • "The game should feel like an extension of your body."
  • "Separate systems, consistent world." — Independent mechanics, unified physics.
  • "Exceed the metaphor." — Feel better than it looks.
  • "Fixed for precision, variable for expression." — Special moves vs basic moves.
  • "Polish is not optional." — Effects sell the interaction.
  • "240ms is the wall." — Response time ceiling for real-time control.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

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能力 2

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能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

35.07%
按下载量换算57

Claude

28.19%
按下载量换算46

Cursor

19.14%
按下载量换算31

Gemini CLI

10.16%
按下载量换算16

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/jarrodmedrano/jarrod-claude-skills --skill game-feel 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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