feel
Measures how a game page visually reacts to an event by replaying setup and input steps, then watching frames for camera shake, scale pops, flashes, particles, HUD ticks, sounds and teleports.
Instructions
Measures game feel, how the page reacts to an event: on a fresh reload, sends the steps, then watches the next frames for camera shake or one camera move out and back (a hit's lurch), scale pops, smooth moves versus teleports, colour flashes, particles (a Points pool's or an InstancedMesh's count), spawned objects, HUD text ticks and sounds, each with the watched frame it came on. Leading { state } steps set the scene up (the player next to the coin), and nothing is measured until they and one frame have run; what moved during the other steps is listed as a fact on its own line, and teleports are jumps between two watched frames, so a setup or a walk in the steps is never one. It shows whether each event a feel brief names (hits, clears, explosions, pickups, deaths, wins) reacts on screen, and whether anything teleports. It measures and saves nothing: to keep the play as a check, send the same steps to interact with expect and save.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| game | No | The name the game was opened under with the `open` tool, to act on ("main" by default; a subagent uses its own). | |
| steps | Yes | Steps as for `interact`: a { state } setup, then the inputs that cause the event. | |
| frames | No | Frames to watch after the steps (default 45). |