game-feel

Implements hit-flash, trauma-based camera shake, and audio ducking wired to one damage signal in Godot.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill game-feel-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-feel
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/game-feel
Command: npx skills add https://github.com/SummerEngine/summer --skill game-feel-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Games often feel flat because hits lack feedback. This Skill installs three coordinated feedback systems in a Summer Engine (Godot) project so a single hit simultaneously triggers a visual flash, camera shake, and audio ducking, making combat and impacts feel punchy. ## Core Features & Use Cases - Hit Flash: Pulses the damaged body's mesh to white for ~0.08s using a tweened StandardMaterial3D override that cancels cleanly on rapid re-hits. - Trauma-Based Camera Shake: Adds an accumulating trauma value (0-1) with quadratic falloff to the existing Camera3D, so big hits shake hard while small hits stay subtle, with per-frame offset subtraction to prevent rotation drift. - Audio Ducking: Registers an AudioDucker autoload that briefly lowers Music/Ambient bus volumes as offsets from captured initial levels, preserving user volume preferences while letting impact SFX punch through. - Use Case: A player says combat feels lifeless. The Skill inspects the scene via Summer MCP tools, adds HitFlash to the enemy, CameraShake to the player camera, the AudioDucker autoload, and wires them all to the enemy's damaged signal with per-hit intensity scaling. ## Quick Start Ask the agent to add hit feedback, camera shake, and audio ducking so combat hits feel impactful in my Summer Engine game.

Frequently Asked Questions about game-feel

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add screen shake and hit feedback to a Godot game?

Attach a trauma-based shake script to the existing Camera3D that accumulates trauma 0-1 and applies rotation offset scaled by trauma squared. Combine it with a hit-flash tween on the damaged body's mesh and an audio ducking autoload, all fired from one damage signal.

What is trauma-based camera shake in Godot?

Trauma-based shake accumulates a trauma value from 0 to 1, decays it each frame, and shakes the camera by trauma squared times a random offset. The quadratic curve makes small hits barely shake while heavy hits saturate the screen, and each frame subtracts the previous offset to prevent drift.

How do I duck music volume when a sound effect plays in Godot?

Capture each bus's initial volume with AudioServer.get_bus_volume_db at startup, then tween the volume down by a weighted dB offset and back using tween_method. Always apply ducking as an offset from stored values so user volume preferences are preserved.

Does this game-feel skill work for 2D Godot games?

The trauma curve and audio ducking logic still apply to 2D, but the camera shake script targets Camera3D rotation and needs a rewrite for Camera2D using offset instead. The skill documentation recommends using it as a reference rather than a drop-in for 2D projects.

Why does audio ducking do nothing in my Godot project?

Ducking is a no-op when the project only has the Master bus, because the impact SFX sits on the same bus being ducked. Create separate Music, Ambient, and SFX buses in default_bus_layout.tres and route impact sounds through the SFX bus first.

When should I not use hit-flash and camera shake feedback?

Skip this approach for turn-based or strategy games where feedback belongs in UI animation, and for networked games where the hurt body is remote. In networked cases, trigger the flash on a client-side visual hit signal rather than the authoritative damage signal.