m4bwav/game-juice
Evergreen skills that audit a game's codebase for juice and game feel, suggest prioritized improvements with cited principles and engine code sketches, and implement them behind accessibility-aware toggles.
Implement a game-juice suggestion in the user's game code: hit-stop, trauma screen shake, camera kick, squash and stretch, UI press and score tweens, pickup pops, pitch-varied sound, hit flashes, pooled particles, coyote time, jump buffering, death and transition beats. Every change goes behind a settings toggle and tunable constants so it is easy to revert, and adds the accessibility options (reduce motion, disable screen shake, flash limits) if the game lacks them. Unity, Godot, Roblox, web (Phaser, GSAP) and Pygame. Use it first, before opening or editing game code and even for a one-line change (it carries the toggles, constants and time-scale traps), whenever the user asks to add or implement any of these feel techniques, even a small one: 'apply S-03', 'implement the hit-stop suggestion', 'add screen shake to my game', 'add coyote time and a jump buffer', 'do the quick wins', or 'refresh juice-apply' / 'is juice-apply stale'. Finding what to add is juice-scan; theory is juice-principles.
The game-juice knowledge base: why feedback and polish make interaction feel good (screen shake, hit-stop, squash and stretch, easing, camera kick, layered and pitch-varied sound, responsive UI, haptics, coyote time, input buffering) and when it becomes noise. Holds 22 medium-independent principles with book citations (Swink, Schell, Hodent, Rogers), Schell-style lenses, a table of starting parameters, accessibility limits for flashing and motion, and adapters for web UI, video and slides. Use it first, before answering from memory (it carries the cited numbers and the limits), whenever the user asks what game feel or juice is, why a technique works, for starting numbers (how much squash and stretch, how long a hit-stop, how strong a shake), whether an effect is too much or safe (screen flashes, photosensitivity, motion sickness), for a design critique of feel without scanning code, or says 'refresh juice-principles' / 'is juice-principles stale'. Codebase audit: juice-scan; implementing: juice-apply.
Audit a game's code for juice and game feel; write a prioritized report. Detects the engine (Unity, Godot, Roblox, web, Pygame, LOVE, Unreal), maps the feel moments (input, jump, attack, hit, death, pickup, score, menus, transitions, camera, audio), checks each one's feedback (visual, motion, camera, audio, UI, haptic, hit-stop, coyote time, input buffering), flags gaps and over-juicing, and ranks fixes by impact/effort with file, function, principle, parameters and a code sketch. Use it first, before reading any game code yourself and even for a tiny project (it carries the principles, parameters and engine traps the answer needs), whenever the user asks why some part of a game feels flat, floaty, weak, stiff or unsatisfying, or asks to make a game feel better: 'make my game feel better', 'add juice', 'why does combat feel flat', 'my jump feels floaty', 'polish pass', or 'refresh juice-scan' / 'is juice-scan stale'. Theory without code is juice-principles; implementing a picked suggestion is juice-apply.