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t1k:designer:base:feel-foundations

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Keywords: ADSR envelope, context metric, floaty, frame rate floor, game feel principles, game-feel theory, input metric, loose, metaphor metric, perception threshold, real-time control, response metric, response time, responsive, rules metric, simulated space, sluggish, swink, tight, twitchy, virtual sensation

/t1k:designer:base:feel-foundations

  • Diagnosing why a game feels floaty, twitchy, sluggish, mushy, or autopilot
  • Establishing perception-threshold targets (frame budget, input-to-response latency)
  • Measuring an existing prototype against the 6-metric framework
  • Reverse-engineering the feel of a reference game into measurable parameters
  • Auditing a build against the 8 principles of good game feel
  • Defining what “feels right” before tuning numbers in a tactical pass
  • Picking between theory (this skill) and tactics (game-feel-juice) when unsure
User intentRoute to
”Make it feel better” / general / no diagnosis yet6-metric framework + 8 principles checklist (this SKILL.md)
“Why is X floaty / twitchy / sluggish / mushy?”references/metric-response.md (ADSR envelope diagnosis)
“What numbers should I target?”references/definition-and-perception.md (perception thresholds)
“How do I reverse-engineer game X’s feel?”references/case-study-methodology.md (12-step checklist)
“Audit my build against good-feel principles”references/principles-checklist.md (8 yes/no audit tests)
“Polish, particles, screen shake, hit-stop, easing curves”Defer to game-feel-juice (sibling skill, tactical toolbox)

“Real-time control of virtual objects in a simulated space, with interactions emphasized by polish.”

A game has feel only when all three are present:

  1. Real-time control — input maps to state every frame, not turn-by-turn
  2. Virtual objects in a simulated space — the controlled thing exists in a spatial frame with consistent physics-or-pseudo-physics rules
  3. Polish — sensory cues (visual + audio + haptic) emphasize each interaction

Missing any one of the three → not “game feel,” it’s something else (turn-based play, abstract simulation, or spreadsheet UI).

ThresholdValueSource
Frame rate floor (motion illusion holds)10 fpsSwink, p.43–44
Modern smoothness baseline30+ fpsSwink, p.43–44
Response feels instant≤50 msSwink, p.45
Response feels tight50–100 msSwink, p.45
Response feels sluggish100–150 msSwink, p.45
Response feels broken>240 msSwink, p.45

Below 10 fps the eye loses motion illusion; above 240 ms input-to-response the player infers the game is broken or networked-laggy. Targets in between are genre- and verb-dependent.

→ Deep dive: references/definition-and-perception.md

Swink decomposes “feel” into six measurable axes. Tune any one in isolation and you affect the whole, but each has a distinct knob set and anti-pattern.

MetricDefinitionKey KnobAnti-PatternFile
InputThe player’s control surfacesensitivity, dimensions, dead zonemushy, oversensitivereferences/metric-input.md
ResponseInput → state mapping (ADSR envelope)attack / decay / sustain / releasefloaty (>100ms attack)references/metric-response.md
ContextSpatial framing of the controlled object’s motionobject spacing, scale, camera framinghemmed-in, autopilotreferences/metric-context.md
PolishSensory cues that emphasize each interactionanimation curves, particles, audio decayover-/under-/muddy-polishreferences/metric-polish.md
MetaphorInferred physical reality (mass, weight, friction)mass cues consistency across senseslightweight giantreferences/metric-metaphor.md
RulesMeaning, agency, and difficulty around the actiondifficulty curve, reward clarityarbitrary, opaquereferences/metric-rules.md

Reading order if you only have 30 minutes: Response → Polish → Input. These three account for most “this feels wrong” diagnoses.

#PrincipleAudit lens
1Predictable ResultsSame input + same state → same outcome
2Instantaneous ResponseAvatar moves on the input frame
3Easy but DeepTrivial to learn one verb, lifetime to master combinations
4NoveltyEach level/system introduces a fresh input-response pairing
5Appealing ResponseOutput is sensorially pleasant on its own
6Organic MotionCurves, not linear ramps; secondary motion
7HarmonyAll 6 metrics reinforce one feel, not contradict
8OwnershipPlayer owns the wins AND the losses

Each principle has a yes/no audit test (observable from the shipped build, not designer introspection).

→ Audit tests: references/principles-checklist.md

When asked “why does game X feel so good — can we copy that?”, apply the 12-step methodology to extract X’s feel signature into measurable parameters you can re-implement.

→ Checklist + 5 worked cases: references/case-study-methodology.md

Both game-feel-foundations and game-feel-juice cover “feel.” They are complementary, not redundant:

  • Asking why a hit doesn’t feel meaty / how much polish is enough → this skill (Polish is one of the 6 metrics; framework lets you measure it)
  • Asking how to add the meaty hit (screen-shake values, hit-stop frames, particle counts, easing curves) → game-feel-juice (tactical toolbox)
  • Both skills MAY co-fire when the request needs theory + tactics together (e.g., “diagnose why my hits feel wrong AND tune the screen shake”)
  • game-feel-juice — tactical polish toolbox (screen shake, hit-stop, particles, easing curves) — sibling skill in this module
  • game-ux-design — UI/UX feedback budget vs HUD readability
  • engine camera skills (auto-activated via registry) — camera-feel implementation
  • engine animation skills (auto-activated via registry) — curve and tween implementation
FileCoverage
references/definition-and-perception.md3-part definition, perception thresholds (frame rate, response time), interactivity loop, Fitts’ Law
references/metric-input.mdPlayer control surface, sensitivity, dimensions, dead zone, mushy/oversensitive anti-patterns
references/metric-response.mdADSR envelope (attack/decay/sustain/release), floaty/twitchy diagnosis, value ranges per genre
references/metric-context.mdSpatial framing, object spacing, scale, camera context, hemmed-in/autopilot anti-patterns
references/metric-polish.mdPolish as a metric (theory) vs juice as toolbox (tactics); cross-link to game-feel-juice; audio-polish dimensions
references/metric-metaphor.mdInferred physical reality, mass cues, consistency across senses, lightweight-giant anti-pattern
references/metric-rules.mdMeaning + agency, difficulty curve, reward clarity, arbitrary/opaque anti-patterns
references/principles-checklist.md8 principles, each with an observable yes/no audit test
references/case-study-methodology.md12-step reverse-engineering checklist + 5 worked summaries