Feel Lab
An FPS feel checklist, measured from a timeline any game's probe can write
Install
Add this to your client's MCP configuration (Claude Desktop: claude_desktop_config.json; Cursor: .cursor/mcp.json; VS Code and others use the same "mcpServers" shape).
feellab-mcpclaude mcp add feel-lab -e 'FEELLAB_OUT=<FEELLAB_OUT>' -- uvx feellab-mcp==0.1.0
{
"mcpServers": {
"feel-lab": {
"command": "uvx",
"args": [
"feellab-mcp==0.1.0"
],
"env": {
"FEELLAB_OUT": "<FEELLAB_OUT>"
}
}
}
}
Environment variables
FEELLAB_OUTThe only folder Feel Lab writes to (its reports); defaults to ~/.feellab
Documentation
From the project's README on GitHub, refreshed weekly. Links open on GitHub.
Contents
Feel Lab
An FPS feel checklist, measured: every interaction a player has, checked from what the game really did.
Game feel is what a player feels between pressing a key and seeing the world answer. A shot should flash, sound and kick on the same frame; a round striking a wall should throw dust, make a sound and leave a hole; a hit taken should jerk the view and show where it came from; a blast nearby should shake the screen more than one far away. When one answer is missing or late, the game feels floaty or cheap, and nobody can say why.
Feel Lab turns that into checks. Your game's probe plays standard scenes and writes a timeline: the camera every frame, and every sound, effect, mark and damage event with its time. Feel Lab measures latency, kick, shake, presence, match and smoothness from it, and judges each item of an 82-item checklist. It never runs your game: any engine can write the timeline (docs/TIMELINE.md).
The checklist
| Group | Items | Measured from a timeline |
|---|---|---|
| A. Shooting (your own gun) | 19 | 9 |
| B. Hitting (your bullets land) | 15 | 6 |
| C. Getting hit (damage taken) | 9 | 4 |
| D. Movement and the body | 11 | 2 |
| E. Interacting with the world | 7 | 0 |
| F. Enemies (zombies) | 5 | 0 |
| G. Explosions, fire and the world | 5 | 1 |
| H. Sound mix | 4 | 0 |
| I. Screen and comfort | 4 | 0 |
| J. Smoothness (feel breaks when the frame does) | 3 | 1 |
Items no timeline can show (a colour-blind option, a reload cancel's timing) are left for a person, with what to
look for. feellab checklist prints them all.
What it measures
| Measure | Example |
|---|---|
| Latency | the shot's flash and sound on the shot's frame; the hit marker within 50 ms of the hit |
| Sync | the shot's sound within 45 ms of its flash (ITU-R BT.1359) |
| Kick | the camera turns at least 0.3 degrees on a burst and settles within 0.6 s |
| Shake | a blast 5 m away shakes the view; one 50 m away at least 3 times less |
| Presence | every impact has an effect, a sound and a mark; every round fired ejects a case |
| Rhythm | footsteps at walking cadence (about 100 steps a minute and up); the head bobs |
| Smoothness | no frame twice the median length round a shot or a blast |
Every rule names its source. A range from game practice rather than evidence is marked as an estimate.
Try it
pip install feellab-mcp
feellab demo demo
feellab judge demo
The demo writes timelines for two made-up games: "Juicy" passes every measured item; "Bare" (a debug dot where a round lands, no shake, silent steps) fails 17.
Use it in your game
- Have your probe play the scenes in
src/feellab/data/scenes.jsonand write one timeline each (docs/TIMELINE.md). Wrap the calls that start sounds and effects so each is recorded with its time; note the moments with no sound or effect of their own (a shot, an impact, a hit marker, damage, a flinch). - Record a camera frame before the scene's cause (a shot, a hit, a blast): kick and flinch are measured from it.
- Tag what you can (
"tags": ["muzzle"]). Where your asset names do not say what a sound or effect is for, put afeel_rules.jsonbeside the timelines:{"dry": "slidelock"}tells Feel Lab that a sound named after a slide lock is the click of an empty gun. feellab judge <folder>, orgate_rowsfor a gate.
The first game to use it (ToangTown) found 52 failing cases on four guns: a debug dot where a round lands, no shake anywhere, no blood, no footsteps, a climb that never comes back, a stall on the first shot.
Tools
| Tool | What it does |
|---|---|
list_checklist | The checklist by group: what the player should get, measured or for a person. |
list_scenes | The standard scenes a probe plays. |
list_metrics | Every metric: scene, unit, rule and source. |
check_timeline | A timeline file against the contract. |
judge_folder | A folder of timelines judged: each item's values and verdict, and a Markdown report. |
gate_rows | The metrics as rows for a gate (Weapon Lab's row format). |
{"mcpServers": {"feellab": {"command": "feellab-mcp"}}}
FEELLAB_OUT is the only folder Feel Lab writes to (its reports); ~/.feellab by default.
Where it came from
Feel Lab was built for ToangTown, an Unreal 5.8 co-op zombie FPS, next to Weapon Lab (weaponlab-mcp), whose Gate can judge Feel Lab's rows as cases.
License
MIT
Frequently asked questions
What is Feel Lab?
An FPS feel checklist, measured from a timeline any game's probe can write
How do I install Feel Lab?
It runs on your machine. In Claude Code: claude mcp add feel-lab -e 'FEELLAB_OUT=<FEELLAB_OUT>' -- uvx feellab-mcp==0.1.0. For other clients, paste the JSON configuration from this page into their MCP settings.
Does Feel Lab need an API key?
Its registry entry lists no required key or secret. Some features may still need an account with the service it connects to.
Is Feel Lab open source?
Yes. Its code is on GitHub under the MIT license.
Who maintains Feel Lab?
It is published by hpdkhoa. AI.tn lists it but does not maintain or endorse it.
From the official MCP Registry. Listing is not an endorsement: review a server's code and permissions before giving it access to your data.