--- name: game-feel description: > 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. --- # Game feel (juice) The difference between a mechanic that *works* and one that feels *good* is feedback: the layered, slightly-exaggerated response an action provokes. This skill covers the engine- neutral techniques — screen shake, hit-stop, easing, squash & stretch, knockback, and stacked feedback — and tells you how to apply them without burying the underlying simulation. It **adds polish on top of** an existing mechanic; it does not implement the mechanic. ## When to use - Use when an action (hit, jump, dash, pickup, death, button press) is mechanically correct but feels weak, weightless, or unsatisfying, and you want it to feel responsive and punchy. - Use to add screen shake, hit-stop/freeze frames, eased motion, squash & stretch, knockback, flashes, or to layer multiple feedback channels onto one event. - Use to decide *how much* juice is enough and where it crosses into noise. **When *not* to use:** for the raw controller math (jump height, coyote time) use the `platformer` genre and the engine movement skill. For camera *follow/deadzone/orbit* framing use `camera-systems` (this skill only triggers the shake). For mixing, ducking, and adaptive music use `audio-design`. For shader-based dissolves/flashes use `shader-programming` and the engine shader skill. For the concrete tween/particle node APIs, use the engine animation skill (`godot-animation`, `unity-animation`). ## Core principle: feedback is layered and exaggerated One satisfying hit is usually **5–8 tiny responses firing together** within ~100 ms: a sound, a particle burst, a brief hit-stop, a flash, a knockback, a small screen shake, and a number popping up. Each is cheap; stacked, they read as "impact". Two rules keep it from becoming a mess: **(1)** exaggerate *briefly* and return to rest (juice is transient, not a new resting state); **(2)** scale juice to event importance — a footstep is not a boss death. ## Core workflow 1. **Confirm the event hooks exist.** Juice attaches to discrete events: `on_hit`, `on_land`, `on_pickup`, `on_death`, `on_fire`. If the mechanic doesn't emit these, add them first. 2. **Pick feedback channels per event** from the menu (sound, particles, shake, hit-stop, flash, knockback, tween, number pop). Start with 2–3; add until it reads, then stop. 3. **Make motion eased, not linear.** Route scale/position/UI changes through a tween with an ease (overshoot for "pop", ease-out for "settle"). Linear motion feels robotic. 4. **Reserve hit-stop and shake for impact.** They are the strongest, most abusable tools — short durations, scaled to importance, and never on routine actions. 5. **Keep feedback off the critical simulation.** Shake moves the *camera/visual*, not the body; hit-stop uses time scale or a real-time pause, not a gameplay-logic stall. 6. **Tune by importance tiers.** Define small/medium/large feedback presets and assign events to a tier, so the whole game's juice stays consistent and proportional. 7. **Verify by playing and watching.** Trigger the event repeatedly; confirm the feedback fires, returns to rest, and is not nauseating or input-blocking. Report what you observed (does shake decay? does input still register during hit-stop?). ## Patterns ### 1. Screen shake by decaying "trauma" (smooth, not a random jitter) ```gdscript # Godot 4.7. Store trauma 0..1; shake = trauma^2 so small hits barely move, big hits punch. # Drives a Camera2D OFFSET (the visual), never the player body. Decays every frame. @export var decay := 1.2 # trauma lost per second @export var max_offset := Vector2(12, 8) @export var max_roll := 0.1 # radians var trauma := 0.0 var _t := 0.0 func add_trauma(amount: float) -> void: trauma = clampf(trauma + amount, 0.0, 1.0) # hits ADD; they don't reset func _process(dt: float) -> void: if trauma <= 0.0: return trauma = maxf(trauma - decay * dt, 0.0) var shake := trauma * trauma # quadratic: gentle low, sharp high _t += dt * 30.0 # Smooth pseudo-random via sampled noise/sin, NOT rand each frame (that buzzes). offset = Vector2(max_offset.x * shake * sin(_t * 1.7), max_offset.y * shake * sin(_t * 2.3)) rotation = max_roll * shake * sin(_t * 1.1) # Unity 6.3 LTS: identical model on a CinemachineCamera via CinemachineBasicMultiChannelPerlin # (set AmplitudeGain/FrequencyGain from trauma^2) — see camera-systems. ``` ### 2. Hit-stop / freeze frame (sell impact by briefly stopping time) ```gdscript # Godot 4.7. Drop time scale, then restore after a REAL-TIME delay (unaffected by time_scale). func hit_stop(duration := 0.08, scale := 0.05) -> void: Engine.time_scale = scale # 4th arg ignore_time_scale=true → the timer still fires while the game is frozen. await get_tree().create_timer(duration, true, false, true).timeout Engine.time_scale = 1.0 ``` ```csharp // Unity 6.3 LTS (C#). WaitForSecondsRealtime ignores Time.timeScale, so the timer still elapses. IEnumerator HitStop(float duration = 0.08f, float scale = 0.05f) { Time.timeScale = scale; yield return new WaitForSecondsRealtime(duration); Time.timeScale = 1f; // RIGHT: real-time wait. WRONG: WaitForSeconds (never resumes at scale 0) } ``` ### 3. Squash & stretch + overshoot via an eased tween (the "pop") ```gdscript # Godot 4.7. Conserve volume: stretch one axis, squash the other, then spring back with overshoot. func pop(node: Node2D) -> void: node.scale = Vector2(1.3, 0.7) # instant squash on the event var tw := create_tween() tw.tween_property(node, "scale", Vector2.ONE, 0.18) \ .set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT) # BACK = overshoots past 1, settles # RIGHT: ease back (TRANS_BACK/ELASTIC) for life. WRONG: linear tween → mechanical, dead. ``` ### 4. A feedback bundle scaled by importance (keep juice proportional) ```gdscript # One call per event; the tier decides intensity so the whole game stays consistent. func feedback(event_pos: Vector2, tier: String) -> void: match tier: "small": AudioBus.play("tick"); Camera.add_trauma(0.15) "medium": AudioBus.play("hit"); Camera.add_trauma(0.4); hit_stop(0.05); spawn_particles(event_pos, 6) "large": AudioBus.play("boom"); Camera.add_trauma(0.8); hit_stop(0.12); spawn_particles(event_pos, 30); flash_white(0.06) ``` ## Pitfalls - **Shaking the player/body instead of the camera offset** desyncs collision and aim. Shake the camera (or a visual pivot), never the simulated transform. - **Random offset every frame** buzzes like static. Drive shake from sampled noise/sin and a decaying trauma value so it's smooth and self-ending. - **Hit-stop with `WaitForSeconds` / a scaled timer** never resumes (at time scale 0 the timer never advances). Use a real-time wait (`WaitForSecondsRealtime`, or Godot's `ignore_time_scale` timer). - **Hit-stop on every frame of a held attack** locks the game. Trigger it once per impact. - **Linear tweens everywhere** feel robotic. Ease almost everything; reserve overshoot (BACK/ELASTIC) for "pop" and ease-out for "settle". - **Permanent exaggeration** (scale never returns, shake never decays) becomes the new normal and stops reading as feedback. Juice must return to rest. - **Over-juicing routine actions** (full shake + hit-stop on every footstep) causes nausea and hides real impacts. Scale to importance; add a "reduce screen shake"/"reduce flashing" accessibility option. - **Feedback that blocks input** (long freeze, un-cancelable animation) hurts responsiveness. Keep juice short and let input buffer through it. ## References - For the trauma-shake math, easing-curve cheat sheet (which ease for pop vs settle), knockback + flash + number-pop recipes, importance-tier presets, and per-engine tween/particle bindings, read `references/feedback-recipes.md`. ## Related skills - `camera-systems` — owns camera follow/deadzone/orbit; this skill only feeds it shake trauma. - `godot-animation`, `unity-animation` — concrete tween/AnimationPlayer/particle APIs juice rides on. - `audio-design` — the sound layer of every feedback bundle; ducking and SFX variation. - `physics-tuning` — knockback forces and the timestep juice must not destabilize. - `platformer`, `fps-shooter`, `roguelike` — genres whose moment-to-moment feel this elevates.