30 Tiny Tricks to Improve Game Feel and Action Game Design

Dutch Game Garden

Summary:

Jan Willem Nijman of Vlambeer, in his 2013 INDIGO Classes talk, shares 30 practical "tiny tricks" to enhance the "feel" of action games, explaining why some games resonate with players more than others. He defines "game feel" as the immediate, intuitive feedback loop between player input and game response. The presentation demonstrates the cumulative impact of these subtle changes on a basic platform shooter, transforming it from a "shitty" game into a highly engaging one. Key improvements include:

  • Adding basic animations, sound, and visual feedback (e.g., muzzle flash, impact effects, enemy hit animations).
  • Adjusting core gameplay elements like enemy HP, rate of fire, and bullet size for more satisfying combat.
  • Implementing camera dynamics, screen shake, and "sleep" (brief pauses) for increased impact.
  • Emphasizing "permanence" by leaving dead enemies and shell casings on screen to reflect player action.
  • Boosting sound effects with more bass to give weapons greater perceived power.
  • Ultimately, the talk stresses the importance of continuous iteration and external playtesting, as developers can become desensitized to their own game's nuances.

Game-Player Feedback Loop Diagram
Game-Player Feedback Loop Diagram [ 00:04:40 ]

Introduction and Defining "Game Feel" [00:00:00]

The Game-Player Feedback Loop [00:04:16]

Game-Player Feedback Loop Diagram
Game-Player Feedback Loop Diagram [ 00:04:40 ]

30 Tiny Tricks for Better Action Games [00:07:21]

The Starting Point: A "Shitty" Platform Shooter [00:07:21]

Initial "Shitty" Game
Initial "Shitty" Game [ 00:07:30 ]

Enhancing Visuals and Sound [00:08:25]

  1. Basic Animations and Sound [00:08:25]: Add simple animations (e.g., character hair movement, walking) and satisfying sound effects for actions like jumping and shooting.

    • Example: Simple bullet sounds drastically improve the shooting experience.

    Game with Basic Animations and Sound
    Game with Basic Animations and Sound [ 00:08:40 ]

  2. Lower Enemy HP [00:09:00]: Reduce enemy health to make combat feel more immediate and impactful.

  3. Higher Rate of Fire [00:09:28]: Increase how quickly the player can shoot, enhancing the "action" feel.

  4. More Enemies [00:09:40]: Fill the screen with more enemies to provide constant engagement, which feels better than fewer, high-health enemies.

Improving Bullet Feedback [00:10:10]

  1. Bigger Bullets [00:10:10]: Make bullets more visible and impactful, moving beyond tiny, realistic representations.

    Game with Bigger Bullets
    Game with Bigger Bullets [ 00:10:20 ]

  2. Muzzle Flash [00:10:40]: Add a quick visual flash (e.g., a circle) at the gun's muzzle when firing for immediate feedback.

    Game with Muzzle Flash
    Game with Muzzle Flash [ 00:10:50 ]

  3. Faster Bullets [00:10:56]: Increase bullet speed for a more dynamic and responsive feel.

  4. Less Accuracy [00:11:16]: Introduce slight bullet spread for visual variety and a more "action-packed" look, even if it slightly affects gameplay.

    Game with Impact Effects and Less Accuracy
    Game with Impact Effects and Less Accuracy [ 00:11:40 ]

Enhancing Hit Reactions [00:11:43]

  1. Impact Effects [00:11:43]: Display visual effects (e.g., tiny sprites) when bullets hit walls or enemies.

  2. Enemy Hit Animation [00:12:06]: When an enemy is hit, briefly flash them white or show a subtle animation to provide clear feedback that damage was dealt.

    Game with Enemy Hit Animation
    Game with Enemy Hit Animation [ 00:12:20 ]

  3. Enemy Knockback [00:12:36]: Program enemies to be pushed back slightly when hit, adding a physical sense of impact and dynamic combat.

    Game with Enemy Knockback
    Game with Enemy Knockback [ 00:12:50 ]

Environmental Feedback and Persistence [00:13:07]

  1. Permanence (Corpses) [00:13:07]: Allow dead enemies to remain on the screen, creating a visual history of combat and a sense of progression.

    • Example: In Nuclear Throne, dead bodies and rubble persist, reinforcing the player's destructive impact.
    • Analogy: Like bottles shattering in a bar shootout movie; even missed shots create environmental feedback.

    Nuclear Throne (example of permanence)
    Nuclear Throne (example of permanence) [ 00:14:00 ]

Camera Control [00:14:42]

  1. Camera Lurp (Linear Interpolation) [00:14:42]: Implement a slight lag in camera movement behind the player for smoother, more fluid tracking.

    Game with Camera Lurp
    Game with Camera Lurp [ 00:15:00 ]

  2. Dynamic Camera [00:15:14]: Have the camera react to player actions and environmental cues (e.g., slightly shifting in the aiming direction, moving down near water). This subtly guides player attention and provides context.

    Game with Dynamic Camera
    Game with Dynamic Camera [ 00:15:30 ]

Core "Feel" Mechanics [00:16:30]

  1. Screen Shake [00:16:30]: A signature Vlambeer technique. Add a subtle screen shake effect on impacts or powerful actions, making events feel more significant. This is often the easiest and most effective way to improve game feel.

    Game with Screen Shake
    Game with Screen Shake [ 00:16:50 ]

  2. Player Knockback [00:17:08]: Allow the player character to be pushed back by their own gunfire. This introduces a subtle gameplay mechanic, forcing players to consider when not to shoot, rather than just holding down the fire button.

    Game with Player Knockback
    Game with Player Knockback [ 00:17:20 ]

  3. Sleep (Momentary Pause) [00:18:01]: Briefly pause the game (e.g., for 20 milliseconds) at moments of impact or significant events. This unnoticeable pause allows the player's brain more time to process the event, enhancing its perceived impact.

    Game with Sleep (pause)
    Game with Sleep (pause) [ 00:18:40 ]

Weapon and Character Details [00:19:37]

  1. Gun Delay [00:19:37]: Have the weapon sprite lag slightly behind the player's movement, creating a more realistic and visually appealing sense of weight.

  2. Gun Kickback [00:19:54]: Animate the gun to recoil after each shot, giving a stronger sense of power.

    Game with Gun Delay & Kickback
    Game with Gun Delay & Kickback [ 00:19:50 ]

  3. Strafing [00:20:08]: Allow players to move backward while facing forward, adding strategic depth and smooth combat maneuvers.

    Game with Strafing
    Game with Strafing [ 00:20:20 ]

  4. More Permanence (Shells) [00:20:31]: Have spent shell casings remain on the ground, further contributing to the battle's visual history and impact.

    Game with Shell Permanence
    Game with Shell Permanence [ 00:21:00 ]

  5. More Bass in Sound Effects [00:21:41]: Boost the bass frequencies in weapon sound effects (e.g., gunshots) to make them feel more powerful and satisfying.

    Game with More Bass in Sound Effects
    Game with More Bass in Sound Effects [ 00:21:50 ]

Escalating the Action [00:23:05]

  1. Triple Machine Gun [00:23:05]: Design weapons that fire multiple projectiles (e.g., three bullets at once) for increased chaos and visual satisfaction.

    Game with Triple Machine Gun
    Game with Triple Machine Gun [ 00:23:00 ]

  2. Random Explosions [00:23:41]: Add a percentage chance for enemies to explode on death, introducing unpredictable and exciting visual flare.

    Game with Random Explosions
    Game with Random Explosions [ 00:23:50 ]

  3. Faster Enemies [00:23:59]: Increase enemy movement speed to maintain challenge as player power grows.

    Game with Faster Enemies
    Game with Faster Enemies [ 00:24:20 ]

  4. Even More Enemies [00:24:37]: Continue to increase enemy density for an even more intense action experience.

    Game with More Enemies
    Game with More Enemies [ 00:24:50 ]

  5. Even Higher Rate of Fire [00:25:07]: Further increase the player's firing rate to match the escalating enemy count.

    Game with Even Higher Rate of Fire
    Game with Even Higher Rate of Fire [ 00:25:20 ]

  6. Camera Kick [00:25:21]: A more refined screen shake where the camera pushes back slightly in the opposite direction of the shot, enhancing the feeling of recoil and power.

    Game with Camera Kick
    Game with Camera Kick [ 00:26:10 ]

  7. Big Explosions [00:26:31]: Make explosions dramatically larger. This simple change significantly increases perceived impact and destruction.

    Game with Big Explosions
    Game with Big Explosions [ 00:27:30 ]

  8. More Permanence (Smoke) [00:27:51]: Add lingering smoke effects to explosions, which slowly fade, providing a continuous visual reminder of the combat.

    Game with Smoke Permanence
    Game with Smoke Permanence [ 00:28:10 ]

Adding Meaning and the "Monster" Reveal [00:28:16]

Game with Meaning/Slow Motion on Death
Game with Meaning/Slow Motion on Death [ 00:29:30 ]

Before and After Comparison [00:29:52]

Comparison: Final Game vs. Initial (More engaging)
Comparison: Final Game vs. Initial (More engaging) [ 00:30:00 ]

Q&A: Insights on Game Development [00:30:51]

Game Balancing and Playtesting [00:31:13]

Development Time and Polish [00:35:39]

Platform and Haptic Feedback [00:36:35]

Origin of Screen Shake and Marketing [00:38:02]

Live Presentation Mechanics [00:41:22]

Live Demo of Final Game Version
Live Demo of Final Game Version [ 00:41:40 ]