Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

"juice" (in terms of game making) will always remind me of this amazing, classic talk - https://www.youtube.com/watch?v=Fy0aCDmgnxg


Reminds me of this interactive demo (created by the lead of Dead Cells) where you can adjust the juice amount in the menu: https://deepnight.net/games/game-feel/


Fantastic watch thanks for sharing. I realize now how a favorite game of mine, Wario’s Woods on SNES, juices up a twist on match 3 puzzle and how dry early versions of Tetris were (succeeding despite that).


Oh I thought you were gonna post that one of Vlambeer https://www.youtube.com/watch?v=AJdEqssNZ-U


Same, Vlambeer were extremely good at "juicing" their games. Just look at Nuclear Throne and Luftrausers, games that would only be half as fun without all the action and chaos going on after every shot.

This one talk is the reason why all of my small game projects feature copious amounts of screenshake. :)


Interesting, I came across "juice" in this same sense of relatively subtle UX polish in this article: https://garden.bradwoods.io/notes/design/juice.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: