game-feel

Installation
SKILL.md

Game Feel

Input and movement engineering: the timing windows, curves, and tolerances that make controls do what the player meant. Audit the whole applicable catalog, propose before touching code, apply only what the builder confirms, and leave one check per technique.

1. Read the game

Identify, with file:line evidence:

  • Movement model — side-scrolling platformer, runner, top-down or action, physics-driven, grid or lane. It decides which catalog rows apply.
  • Input surface — keyboard, touch, gamepad; whether a press is told apart from a hold; whether key state is cleared on focus loss.
  • The loop — variable dt, fixed step, or frame counting. Timing windows are milliseconds; a frame-counted game needs a dt or a fixed step first, and that is a prerequisite row in the proposal, never a hidden rewrite.
  • The four sites — where input is read, where velocity is integrated, where collision resolves, where a jump or action starts. Every finding names one of them.
Installs
2
GitHub Stars
7
First Seen
Aug 26, 2026
game-feel — nexpace-limited/msu-skills