Secrets of Game Feel and Juice

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Published 2015-02-17
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Some game designers use words like "game feel" and "juice" to describe the abstract and often invisible factors that make the best action games surge with life and energy. In this episode of Game Maker's Toolkit, we try to figure out what those words mean, and how you can capitalise on them to make your game feel more fun and satisfying.

=== Sources and Resources ===

Jan Willem Nijman (Vlambeer)'s "The art of screenshake"
   • Jan Willem Nijman - Vlambeer - "The a...  

Jonatan Söderström (Cactus)'s "The 4 Hour Game Design"
   • Cactus IGS 2009- Part 1  

Martin Jonasson & Petri Purho (Grapefruit)'s "Juice it or lose it"
   • Juice it or lose it - a talk by Marti...  

=== Games Shown ===

Hotline Miami (Dennaton Games, 2012)
Random Heroes (Ravenous Games, 2012)
Super Time Force (Capybara Games, 2014)
Rogue Legacy (Cellar Door Games, 2013)
Super Meat Boy (Team Meat, 2010)
Castle Crashers (The Behemoth, 2008)
The Binding of Isaac: Rebirth (Nicalis / Edmund McMillen, 2014)
Super Mario World (Nintendo, 1990)
Super Mario 64 (Nintendo, 1996)
Nuclear Throne (Vlambeer, 2015)
rymdkapsel (Grapefrukt, 2013)
Ridiculous Fishing (Vlambeer, 2013)
Gunbrick (Nitrome, 2015)
Street Fighter II: The World Warrior (Capcom, 1992)
God of War (Santa Monica Studio, 2005)
The Legend of Zelda: The Wind Waker (Nintendo, 2002)
Shantae and the Pirate's Curse (WayForward, 2014)
Guacamelee (Drinkbox Studios, 2013)
Shank (Klei Entertainment, 2010)
Gun Godz (Vlambeer, 2013)
Super Crate Box (Vlambeer, 2010)
Peggle (PopCap Games, 2007)
Alien Hominid HD (The Behemoth, 2007)

=== Credits ===

Music used in this episode:

Miami (Hotline Miami)
Main Theme (Super Mario 64)
Forest Funk (Super Meat Boy)
Luftrauser (Luftrausers)
Construction Yard (Super Crate Box
Decade Dance (Hotline Miami 2: Wrong Number)

Clip credits:

"God of War 1 - Part 1 of 11" - bdcool213
   • God of War 1 - Part 1 of 11  

Contribute translated subtitles - amara.org/v/C3BGA/

All Comments (21)
  • @pvtpain66k
    "Be Miyamoto". Is that the Game Developer version of "Git Good"? :P
  • @0penpress
    "Video game equivalent of a cabbage", Wrekt
  • @60b1in
    These "make your bullets as big as your face" and "double down everything" apply mostly to the action genres. In some tactical and TBS genres you go for more subtle means, as the loud and exaggerated effects are undesirable distraction. I just loved the buttons in Spellcross for example: they felt so cold and hard on touch... :)
  • @AryzenI
    It is the umami of game design. Excellent, brilliant, satisfying and wholesome flavor, but if you just dump a crapload of it into your game, it makes you feel a bit ill.
  • @huismands
    It's interesting, Mark's voice has so much more energy and presence in his more recent videos. This is a great video, but his content has definitely improved over the years!
  • @Milennin
    Short pauses upon hitting enemies with a powerful move is one of my favourite ways of making attacks feel satisfying to land.
  • @ShinoSarna
    My take - every action, every sequence in the game should divide into three parts. Start, slowdown, climax. Start is the beginning, exciting because things begin to change. For example, player pulls the trigger of a rocket launcher, noise plays, gun flashes - OR player presses 'jump' and lifts off. Then, slowdown. This part should be understated and long to build up anticipation. For example, rocket travelling to the enemy, or your character hanging in midair. If you actually look at how jumping works in Mario games, Mario DOES seem to be faster at the start, then slow down in midair, just to speed up again when landing. Then final - climax, the conclusion. That's where the satisfying payoff to all the buildup is. Enemy blowing up in a fiery explosion, or perhaps your character safely landing on the other side of a deadly pit, making you feel like you accomplished a good job. Everything GMT discusses in this video - screen shake, that little pause, sound effects - goes here, into the climax. But you can't have payoff without buildup, in this respect games are just like any other form of art.
  • @GMTK
    So, which games do you think have the best "game feel"?
  • @hannesaxel3016
    Skyrim’s sound design was so good, I sometimes almost felt my hits connect
  • @ChaseFace
    As someone who tries to make their videos as professional and entertaining as possible, I just wanted to thank you for making such amazing content. You really do this medium justice and my heart skips a beat every time I see you've made a new video. Keep up the good work, Mark! :)
  • @nnennamonet9762
    That first thing you mentioned - feedback from your hits connecting with enemies - is the reason I just can't bother with any Bethesda games. Elder Scrolls or Fallout. It feels like I'm hitting/shooting at ghosts.
  • @waccapacca
    Even today, this video is still really useful and I can't recommend it enough. This is definitely a "game dev fundamental".
  • @FrMZTsarmiral
    Good to see that you're using fighting games as an example! A lot of indie developers, specially the ones that were not gaming during the golden age of fighting games tend to ignore the basic, yet satisfying tricks that Capcom and SNK's titles used in order to make every punch feel rewarding. Speaking of SNK, Metal Slug is probably another good example of a game that has an amazing game feel.
  • Damn, these toolkit video's are so awesome to watch, and helpful! thank you so much mark! :)
  • @321cheeseman
    I think the key here is simply having these aspects of presentation convey or emphasize gameplay information to the player as well as is possible. The reason this stuff feels good is because it creates a close connection between the player and what they are playing, as feedback is made incredibly clear. Some things like excessive explosions and screen shake can go too far and actually obscure gameplay information, making the game feel worse than it would if it were a bit more restrained, and unfortunately I feel Super Time Force and Vlambeer games are good examples of this.
  • @johnyrocket223
    Please make more videos. They're extremely informative and some of what you say lines up with a lot of my beliefs about video games. Great series.
  • @HelperWesley
    I've taken this advice/analysis to heart with the games I make. This video is not only interesting to watch, but it's genuinely helpful for new game devs.