What problem does it solve? Gameplay features often work correctly yet feel wrong — floaty jumps, mushy combat, sluggish cameras — and no error or test failure points to the cause. This Skill provides a disciplined diagnostic loop for these tuning bugs, preventing the common trap of tweaking multiple variables at once and losing the thread. ## Core Features & Use Cases - Anchored Diagnosis: Establishes a reference target (a known game or a known-good sibling feature) before touching any value, so tuning has a direction. - One-Variable Isolation: Maps feel complaints to suspect variables per domain — jump gravity, camera lag, hit-stop duration, dash easing — and enforces changing only one at a time. - Frame-Level Measurement: Uses input-driven verification probes to sample per-frame values like velocity and camera offset when subjective feel becomes ambiguous. - Use Case: A player reports the jump feels floaty. You anchor to a reference game's jump arc, suspect gravity, tweak it alone, playtest, compare against the anchor, and commit or revert before moving to the next variable. ## Quick Start Use the debugging-game-feel skill to figure out why my character's jump works but feels floaty and tune it one variable at a time.