This is essentially a compressed handbook of Disney's 12 animation principles reframed for gameplay feedback systems. It covers squash and stretch for impact weight, anticipation for readable attacks, timing for frame data, and the rest of the principles mapped to practical game scenarios. The checklist at the end is solid: every action needs feedback, readable in motion blur, satisfying at the 1000th repetition. You'd use this when you need to articulate why a jump feels floaty or an attack lacks punch. It won't write your animations, but it gives you the vocabulary to diagnose what's missing when something feels off.
npx skills add https://github.com/dylantarre/animation-principles --skill game-designer