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 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:
Reference Files
| File |
Content |
| feedback-audit.md |
Event×channel matrix method, three-lens audit (runnable subagent prompts), scoring rubric, output format |
| haptic-design.md |
API decision table, semantic-vocabulary service architecture, pattern design rules, lifecycle, pitfalls |
| sound-design.md |
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
1---2name: game-feel3description: 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.4---5
6# Game Feel (Juice)
7
8Makes 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.
9
10## When This Skill Activates
11
12Use this skill when the user:
13- Says the app feels **flat**, **lifeless**, or "lacks juice/polish/delight"
14- Wants **celebrations** designed (winners, streaks, reveals, score changes)
15- Asks to design or review **haptics** (vocabulary, Core Haptics, `.sensoryFeedback`)
16- Asks about **sound effects**, buzzers, countdown ticks, or fanfares
17- Wants a **feedback audit** — do the right events fire the right channels?
18- Is building a **party/group game** where the phone is shared, passed, or watched at a distance
19
20## Core Principles
21
22### 1. Channels have different reach — match the channel to the audience
23
24| Channel | Who perceives it |
25|---------|------------------|
26| Haptics | Only the person **holding** the device |
27| Screen motion | Whoever is **looking** at the screen |
28| Audio | The whole **room** |
29| Torch / flash | The whole room, even in noise |
30
31A 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.
32
33### 2. Feedback scales with rarity
34
35Tick < 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.
36
37### 3. Escalation must agree across channels
38
39If 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.
40
41### 4. Single-owner rule
42
43Exactly **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.
44
45### 5. Juice amplifies meaning — it never decorates
46
47Every 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.
48
49### 6. Every channel needs an accessibility story
50
51- Motion → gate large-scale motion on Reduce Motion, with a static equivalent
52- Haptics → user-facing toggle (the system provides no global haptics setting for Core Haptics)
53- Sound → mute toggle independent of system volume; a deliberate, documented silent-switch policy
54
55## Decision Tree
56
57```
58What do you need?
59│
60├─ Which events should have feedback, and on which channels?
61│ └─ → feedback-audit.md (event×channel matrix + three-lens audit)
62│
63├─ Design or review haptics (vocabulary, service architecture, APIs)
64│ └─ → haptic-design.md
65│
66├─ Add a sound-effect layer (assets, latency, AVAudioSession coexistence)
67│ └─ → sound-design.md
68│
69├─ HOW to animate a celebration/transition you've already decided on
70│ └─ → design/animation-patterns (springs, transitions, symbol effects)
71│
72├─ Generate confetti / badge / milestone UI code
73│ └─ → generators/milestone-celebration
74│
75└─ Animated SF Symbols for feedback moments
76 └─ → design/sf-symbols (preset vocabulary)
77```
78
79## Review Checklist
80
81When reviewing an app's game feel, verify:
82
83- [ ] **Signature moments hit ≥2 channels** (e.g. winner = motion + haptic + sound)
84- [ ] **Room-facing events use a room-scale channel** (audio, display-size motion, torch)
85- [ ] **Rarity gradient exists** — the rarest event has visibly/audibly the biggest feedback
86- [ ] **No channel disagreement** — escalation thresholds match across visual/haptic/audio
87- [ ] **Single owner per event** — no double-fire from two layers
88- [ ] **Score/number changes animate** (`.contentTransition(.numericText())`) — values never teleport
89- [ ] **State changes transition** — no hard cuts between phases of a flow
90- [ ] **Reduce Motion parity** — every gated effect has a static equivalent conveying the same information
91- [ ] **User controls exist** — haptics toggle; mute toggle if there's an SFX layer
92- [ ] **Loading/waiting states have anticipation** — determinate progress or a live effect, not a bare spinner at a climactic moment
93
94## Reference Files
95
96| File | Content |
97|------|---------|
98| [feedback-audit.md](feedback-audit.md) | Event×channel matrix method, three-lens audit (runnable subagent prompts), scoring rubric, output format |
99| [haptic-design.md](haptic-design.md) | API decision table, semantic-vocabulary service architecture, pattern design rules, lifecycle, pitfalls |
100| [sound-design.md](sound-design.md) | Minimal SFX kit, asset formats and latency, AVAudioSession coexistence with music, silent-switch policy, pitfalls |
101
102## Related Skills
103
104- `design/animation-patterns` — the *how* of every motion technique
105- `design/sf-symbols` — symbol effect vocabulary for feedback glyphs
106- `generators/milestone-celebration` — production confetti/badge/celebration code
107- `ios/accessibility-audit` — Reduce Motion and assistive-tech verification
108
109## References
110
111- [Human Interface Guidelines — Playing haptics](https://developer.apple.com/design/human-interface-guidelines/playing-haptics)
112- [Human Interface Guidelines — Playing audio](https://developer.apple.com/design/human-interface-guidelines/playing-audio)
113- [Human Interface Guidelines — Motion](https://developer.apple.com/design/human-interface-guidelines/motion)
114- [Core Haptics](https://developer.apple.com/documentation/corehaptics)