[ game feel telemetry for coding agents ]

Let your coding agent feel your game.

Kite runs your game, records every frame, and measures how it feels — input latency, jump curves, coyote windows — in a vocabulary your agent understands. Say “the jump feels floaty” and it has the numbers to act on. No guessing.

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Open source·MIT·CLI + MCP
real session · 37s

The closed feel loop

Agents can't hold a controller. They can read numbers. Kite turns game feel into numbers and closes the loop.

01

Agent edits code

Claude Code or Cursor changes your movement code: gravity, curves, state machines.

02

Kite runs the game

Headless, with scripted inputs. Same script, same frames, every single time.

03

Telemetry becomes a report

Velocity arrays, frame timings, and state transitions turn into a structured feel report.

04

Agent converges

The agent reads the report, sees the gap, and re-tunes. Repeat until it feels right.

The numbers your agent reads

Real output from kite run. Named, objective measurements your agent maps your feel-words onto. Here, checked against an optional snappy target — a gradient, not a vibe.

~/games/my-platformer
$

Instrumentation over intuition.

metric.jump_arc

Response curves

Jump arcs, acceleration ramps, decel easing. Measured curves plotted against the curve you wanted.

metric.input_latency
3 FR SPIKE

Frame-true latency

Frames between input, state change, and first movement on screen. Spikes get flagged per run.

metric.archetype_match
FLOATY
SNAPPY
WEIGHTY

Feel archetypes

Every run gets scored against named feel profiles. “Make it snappier” becomes a number. No golden baseline needed.

Roadmap

CURRENT

Godot, open source

Recorder addon, deterministic input replay, CLI + MCP server, platformer feel metrics. Free and MIT.

NEXT

Unity

C# adapter on the same telemetry contract. The analysis core never touches engine code.

PLANNED

Kite CI for teams

Feel regressions caught on every pull request. Dashboards where teams set a numeric feel target before merging.