Pathwise

Game Design Basics · Lesson 6 of 12 · 12 min

Game feel and juice

Make controls responsive and forgiving, then layer sound, motion and effects so every action feels satisfying.

Watch: Same rules, better feel

Game feel

NOUN · STEVE SWINK, 2008

The moment-to-moment sensation of controlling something in a game: how a character accelerates, stops, jumps and lands, and how the game answers each press. The phrase comes from Steve Swink's book Game Feel. Two games with the same rules can feel great or awful, because feel lives in the details between the rules.

"The jump feels floaty", "the car feels heavy", "the sword feels weak": when players say these things, they're talking about game feel.

RESPONSIVENESS

The action starts when the button is pressed

The first rule of good feel: when the player presses a button, something happens right away. In an action game, even a delay of around a tenth of a second can make controls feel sluggish or "muddy", though the exact threshold varies by game and person. If an attack needs a wind-up, show the wind-up starting immediately, so the press still gets an instant answer.

A character who takes a visible step the instant you press forward feels alive. One who stands still for a moment and then moves feels like it's ignoring you.

Three kinds of invisible help

  1. Coyote time

    You can still jump for a few frames after running off a ledge. It's named after the cartoon coyote who runs off cliffs and only falls when he looks down. Celeste and many other platformers do this.

  2. Input buffering

    If you press jump a moment before you land, the game remembers it and jumps as soon as you touch the ground, instead of ignoring the press.

  3. Generous hitboxes

    The invisible area that counts as a hit is made a little bigger for the player's attacks and a little smaller for dangers. Near misses go your way.

Check yourself

Hamid runs off the edge of a platform, presses jump a split second late, and still jumps. What is this forgiveness trick called?

  1. Input buffering
  2. Coyote time
  3. Hit-stop
  4. Screen shake
Show the answer

Coyote time

Yes. Coyote time gives a few frames of grace after leaving a ledge, so a jump that's slightly late still counts. Most players never notice it; they just feel the controls are fair.

JUICE

Extra feedback on top of the rules

Juice is feedback that doesn't change the rules but makes every action more satisfying. The idea became famous through a 2012 talk called Juice it or lose it by Martin Jonasson and Petri Purho. They took a plain block-breaking game and, without changing a single rule, turned it into something lively: blocks wobbled, the ball stretched, the screen shook, sounds and particles burst out on every hit.

Rule: a block disappears when the ball hits it. Juice: it cracks, flashes white, spins away in pieces with a crunch, and the paddle squashes when it sends the ball back.

The juice toolbox

  • Sound effects: every action gets its own short sound.
  • Particles: dust, sparks, confetti, pieces flying off.
  • Squash and stretch: things deform a little as they move and land.
  • Screen shake and camera kick: the view jolts on big impacts.
  • Flashes: a white frame on whatever was hit.
  • Tweened movement: things ease in and out instead of snapping into place.

Check yourself

A block-breaking game: is each change juice, or a change to the rules?

  • A crunch sound and flying pieces when a block breaks
  • Blocks now need two hits to break
  • The paddle squashes a little when the ball hits it
  • The ball speeds up after every tenth hit
  • The screen shakes slightly when the last block breaks
  • A new power-up makes the paddle wider
Show the answer

Juice (same rules, more feedback): A crunch sound and flying pieces when a block breaks, The paddle squashes a little when the ball hits it, The screen shakes slightly when the last block breaks

Rule change (the game plays differently): Blocks now need two hits to break, The ball speeds up after every tenth hit, A new power-up makes the paddle wider

Hit-stop

NOUN · GAME FEEL

Freezing the action for a few frames at the exact moment a hit lands. The pause is too short to notice as a pause, but it makes the hit read as heavy, as if the blow met real resistance. It's especially common in fighting and action games.

A sword swing that freezes for a few frames on contact, with a flash and a sound, feels powerful. The same swing passing straight through feels like hitting air.

Rule: touch a coin, the counter goes up by 1.

plain     coin vanishes, number changes

+ layer 1  a bright "ting" sound
+ layer 2  a small burst of sparkles
+ layer 3  the coin flies up to the counter
+ layer 4  the counter bumps bigger for a moment
+ layer 5  the "ting" rises in pitch for coins in a row

Output

The rule never changed: still +1 per coin.
Five layers of feedback make it feel like a reward.

Try this with any small action in a game you know: opening a door, landing a jump, clicking a menu button. List five layers.

Check yourself

Match each technique to what it does

Show the answer
  • Coyote time → Lets you jump a moment after leaving a ledge
  • Input buffering → Remembers a jump pressed just before landing
  • Hit-stop → Freezes the action for a few frames when a hit lands
  • Squash and stretch → Deforms a shape a little as it moves and lands

Check yourself

Why is it a good idea to offer a setting that reduces screen shake?

  1. Screen shake makes the game run slower on every device
  2. Too much can hide the action and make some players feel sick
  3. Screen shake changes the rules of the game
  4. Players who like shake can't turn it back on
Show the answer

Too much can hide the action and make some players feel sick

Right. Shake is juice, not a rule, so turning it down changes nothing about how the game plays. It just lets players who are bothered by it keep playing comfortably.

Lesson recap

  • Game feel (Steve Swink, 2008) is the sensation of control; the same rules can feel great or awful.
  • Responsive controls answer every press right away; even a delay of around a tenth of a second can feel sluggish.
  • Invisible forgiveness: coyote time, input buffering and generous hitboxes make controls feel fair.
  • Juice adds feedback without changing rules: sound, particles, squash and stretch, shake, flashes, hit-stop.
  • Juice with care: keep the action readable and let players turn screen shake down.
  • Notebook: pick one boring action in a game you like and list five juice layers for it.

Keep it, don't just read it

Pathwise brings each idea back just before you'd forget it, with a quick question. Free on Android and on the web, in English and Persian.

Cafe Bazaar Myket Open the web app

All lessons in this course

  1. What makes a game
  2. The core loop
  3. Why players play
  4. Difficulty and flow
  5. Levels that teach
  6. Game feel and juice
  7. Balancing choices
  8. Rewards that work
  9. Telling stories through play
  10. Playtesting
  11. Prototype on paper
  12. Your first paper game