maximizing-game-feel
Installation
SKILL.md
Improve an already-working action game's response and readability. Consider every important object category, but use only role- and event-justified effects.
Workflow
1. Establish the baseline
Inspect entities, collision bounds, render hierarchy, feedback helpers, performance constraints, and visual direction. Name weak moments before choosing techniques.
For a substantial project, record register, weak moments, effect budgets, and validation thresholds in FEEL_TUNING.md; for a one-file game, use a short README or source-header note. Documentation must stay lighter than the implementation.
2. Choose the expressive register
Infer tone from title, objects, shapes, palette, and existing direction. Follow an existing directing-game-visuals artifact.
| Register | Prefer | Avoid |
|---|---|---|
| Character/playful | pronounced squash, eyes, lively overshoot, particles | effects that obscure small characters |
| Abstract/minimal | tilt, trails, light pulses, restrained particles | faces and cartoon deformation |
| Serious/tense | weighty impact, restrained deformation, short camera kick | bouncy or noisy feedback |