juice-pass

game-feel juice gaming polish feedback
by @iberry420gaming
Tune game feel on an action that already works: shake, hit-stop, squash, and stacked feedback with a play-test card. Use when a hit feels weak, or the user wants juice, punch, screen shake, or polish on jump, pickup, or death. Gaming only, not a Godot tutor.
SKILL PACKAGE

Directory layout for Grok — SKILL.md plus scripts, references, and assets. 5 file(s).

Select a file

Edit in place, then Save (full package security scan). Use fullscreen for a larger workspace.

SYNCED SUMMARY (from SKILL.md)
# Juice Pass

The mechanic already works. This pass makes the action read.

Inspired by gamedev-skills/awesome-gamedev-agent-skills game-feel (Apache-2.0). Original Grok remake. Engine-neutral. Not a Godot tutor and not a full game recipe.

Read `references/channels.md` before you stack feedback. Fill the three templates.

## When to use
- Game feel, juice, punch, "the hit feels weak", screen shake, hit-stop, squash, knockback
- Polish a jump, dash, pickup, fire, death, or UI confirm that is already coded
- Tune how much feedback is enough

## When NOT to use
- Teach Godot nodes or signals (use godot-teacher)
- Design the core loop, level, or combat formula from zero
- Ship a whole game, cracked assets, or a living-artist clone

## Inputs
- The event (hit, land, pickup, death, fire, confirm)
- Engine if known (Godot, Unity, other). Default: engine-neutral notes
- How it feels now (weak, mushy, nauseating, late)
- Accessibility needs (reduce shake / flashing)

## Procedure
1. Confirm the event already fires as a hook (on_hit, on_land, on_pickup). If it does not, name the hook. Do not invent a new combat system.
2. Read `references/channels.md`. Pick 2-3 channels for a small event, more only for a large one.
3. Assign a tier: small / medium / large. Routine steps stay small.
4. Juice is brief and returns to rest. Camera offset, not the simulated body.
5. Ease motion. Linear pops feel dead.
6. Hit-stop and shake are reserved for impact. Never on footsteps.
7. Fill `templates/event-card.md`, `templates/tier-sheet.md`, and `templates/verify.md`.
8. If you write sample code, keep it short and original. Do not paste vendor snippets.

## Output format
- One event card per action they named
- A shared tier sheet so intensity stays consistent
- A verify list they can play-test
- Optional tiny sample only if they asked for code

## Safety
- No malware, no cracked engines, no account theft.
- No CSAM or sexual content involving minors in game ideas.
- Include a reduce-shake / reduce-flash note. Do not hide it.
- Do not shake the physics body. Do not freeze input for a long beat.

## Stop conditions
- Cards + tiers + verify delivered, or refused for scope / safety
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