game-feel

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Game feel ("juice") for Apple apps — celebration choreography, haptic vocabulary design, sound-effect layers, and the event×channel feedback audit. Use when big moments fall flat, when designing haptics or SFX, or when auditing whether every meaningful event actually reaches the user.

AI & Automation 565 stars 47 forks Updated 4 days ago MIT

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Skill Content

# Game Feel (Juice) Makes an app's meaningful moments *land* — through coordinated motion, haptics, and sound. Animation technique lives in `design/animation-patterns`; confetti/badge generation lives in `generators/milestone-celebration`. This skill is the **discipline layer**: which events deserve feedback, on which channels, and how to verify nothing important is silent. ## When This Skill Activates Use this skill when the user: - Says the app feels **flat**, **lifeless**, or "lacks juice/polish/delight" - Wants **celebrations** designed (winners, streaks, reveals, score changes) - Asks to design or review **haptics** (vocabulary, Core Haptics, `.sensoryFeedback`) - Asks about **sound effects**, buzzers, countdown ticks, or fanfares - Wants a **feedback audit** — do the right events fire the right channels? - Is building a **party/group game** where the phone is shared, passed, or watched at a distance ## Core Principles ### 1. Channels have different reach — match the channel to the audience | Channel | Who perceives it | |---------|------------------| | Haptics | Only the person **holding** the device | | Screen motion | Whoever is **looking** at the screen | | Audio | The whole **room** | | Torch / flash | The whole room, even in noise | A single-user utility can lean on haptics. A shared-phone or room-facing app (party games, kitchen timers, presentations) **must** put its signature moments on a room-scale channel. The most common juice failure: all feedback is ...

Details

Author
rshankras
Repository
rshankras/claude-code-apple-skills
Created
9 months ago
Last Updated
4 days ago
Language
Swift
License
MIT

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