Game Feel

rshankras/claude-code-apple-skills/skills/design/game-feel

作者 rshankras9ffb83138209无许可证784 个星标收录于 2026年10月9日更新于 2026年10月9日仓库2个月前更新

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.

仅含说明Design & Creative
AI 生成的概览

指导 Apple 应用开发者设计协调的动作、触觉与声音反馈,让关键时刻更有冲击力。

功能
该技能是 Apple 应用游戏手感(“juice”)的规范层,界定哪些事件值得反馈、应使用哪些通道,以及如何验证重要事件不会静默。内容涵盖庆祝编排、触觉词汇设计、音效层,以及事件×通道反馈审计,并为每个领域提供参考文件。
适用场景
当应用显得平淡、缺乏生气时,或需要设计庆祝效果、触觉、音效时,或需要审计重要事件是否真正触达用户时使用。也适用于共享手机或面向房间的应用,例如派对游戏。
运行要求
仅为说明文档,不含脚本。代理需要文件读取工具(Read、Glob、Grep)。无需软件包、凭据或网络访问。

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

ChannelWho perceives it
HapticsOnly the person holding the device
Screen motionWhoever is looking at the screen
AudioThe whole room
Torch / flashThe 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 haptic, and the phone is lying on a table.

2. Feedback scales with rarity

Tick < action confirmed < success < round complete < winner. If the rarest event (winning) fires the same pattern as a routine one (round end), the app has no climax. Reserve the biggest pattern, the confetti burst, and the fanfare for the rarest event.

3. Escalation must agree across channels

If the timer's ring turns amber at 10s and red at 5s, the haptic tier and any audio tick must escalate at the same thresholds. Cross-channel disagreement reads as broken, not layered.

4. Single-owner rule

Exactly one code layer fires feedback for a given event. When an engine and a view-store both react to "music stopped", the user gets a double-buzz. Decide the owner (usually the layer closest to the state machine) and make the other layer silent.

5. Juice amplifies meaning — it never decorates

Every effect must be attached to an event the user cares about. Ambient/always-on effects (background particles, looping glows) are texture, not feedback — keep them static or slow, and never let them compete with event feedback.

6. Every channel needs an accessibility story

  • Motion → gate large-scale motion on Reduce Motion, with a static equivalent
  • Haptics → user-facing toggle (the system provides no global haptics setting for Core Haptics)
  • Sound → mute toggle independent of system volume; a deliberate, documented silent-switch policy

Decision Tree

What do you need?│├─ Which events should have feedback, and on which channels?│  └─ → feedback-audit.md (event×channel matrix + three-lens audit)│├─ Design or review haptics (vocabulary, service architecture, APIs)│  └─ → haptic-design.md│├─ Add a sound-effect layer (assets, latency, AVAudioSession coexistence)│  └─ → sound-design.md│├─ HOW to animate a celebration/transition you've already decided on│  └─ → design/animation-patterns (springs, transitions, symbol effects)│├─ Generate confetti / badge / milestone UI code│  └─ → generators/milestone-celebration│└─ Animated SF Symbols for feedback moments   └─ → design/sf-symbols (preset vocabulary)

Review Checklist

When reviewing an app's game feel, verify:

  • Signature moments hit ≥2 channels (e.g. winner = motion + haptic + sound)
  • Room-facing events use a room-scale channel (audio, display-size motion, torch)
  • Rarity gradient exists — the rarest event has visibly/audibly the biggest feedback
  • No channel disagreement — escalation thresholds match across visual/haptic/audio
  • Single owner per event — no double-fire from two layers
  • Score/number changes animate (.contentTransition(.numericText())) — values never teleport
  • State changes transition — no hard cuts between phases of a flow
  • Reduce Motion parity — every gated effect has a static equivalent conveying the same information
  • User controls exist — haptics toggle; mute toggle if there's an SFX layer
  • Loading/waiting states have anticipation — determinate progress or a live effect, not a bare spinner at a climactic moment

Reference Files

FileContent
feedback-audit.md [blocked]Event×channel matrix method, three-lens audit (runnable subagent prompts), scoring rubric, output format
haptic-design.md [blocked]API decision table, semantic-vocabulary service architecture, pattern design rules, lifecycle, pitfalls
sound-design.md [blocked]Minimal SFX kit, asset formats and latency, AVAudioSession coexistence with music, silent-switch policy, pitfalls

Related Skills

  • design/animation-patterns — the how of every motion technique
  • design/sf-symbols — symbol effect vocabulary for feedback glyphs
  • generators/milestone-celebration — production confetti/badge/celebration code
  • ios/accessibility-audit — Reduce Motion and assistive-tech verification

References

来源与署名

来源:rshankras/claude-code-apple-skills位于skills/design/game-feel提交9ffb831

许可证: 无许可证

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