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:
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.
Lower Enemy HP [00:09:00]: Reduce enemy health to make combat feel more immediate and impactful.
Higher Rate of Fire [00:09:28]: Increase how quickly the player can shoot, enhancing the "action" feel.
More Enemies [00:09:40]: Fill the screen with more enemies to provide constant engagement, which feels better than fewer, high-health enemies.
Bigger Bullets [00:10:10]: Make bullets more visible and impactful, moving beyond tiny, realistic representations.
Muzzle Flash [00:10:40]: Add a quick visual flash (e.g., a circle) at the gun's muzzle when firing for immediate feedback.
Faster Bullets [00:10:56]: Increase bullet speed for a more dynamic and responsive feel.
Less Accuracy [00:11:16]: Introduce slight bullet spread for visual variety and a more "action-packed" look, even if it slightly affects gameplay.
Impact Effects [00:11:43]: Display visual effects (e.g., tiny sprites) when bullets hit walls or enemies.
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.
Enemy Knockback [00:12:36]: Program enemies to be pushed back slightly when hit, adding a physical sense of impact and dynamic combat.
Permanence (Corpses) [00:13:07]: Allow dead enemies to remain on the screen, creating a visual history of combat and a sense of progression.
Camera Lurp (Linear Interpolation) [00:14:42]: Implement a slight lag in camera movement behind the player for smoother, more fluid tracking.
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.
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.
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.
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.
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.
Gun Kickback [00:19:54]: Animate the gun to recoil after each shot, giving a stronger sense of power.
Strafing [00:20:08]: Allow players to move backward while facing forward, adding strategic depth and smooth combat maneuvers.
More Permanence (Shells) [00:20:31]: Have spent shell casings remain on the ground, further contributing to the battle's visual history and impact.
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.
Triple Machine Gun [00:23:05]: Design weapons that fire multiple projectiles (e.g., three bullets at once) for increased chaos and visual satisfaction.
Random Explosions [00:23:41]: Add a percentage chance for enemies to explode on death, introducing unpredictable and exciting visual flare.
Faster Enemies [00:23:59]: Increase enemy movement speed to maintain challenge as player power grows.
Even More Enemies [00:24:37]: Continue to increase enemy density for an even more intense action experience.
Even Higher Rate of Fire [00:25:07]: Further increase the player's firing rate to match the escalating enemy count.
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.
Big Explosions [00:26:31]: Make explosions dramatically larger. This simple change significantly increases perceived impact and destruction.
More Permanence (Smoke) [00:27:51]: Add lingering smoke effects to explosions, which slowly fade, providing a continuous visual reminder of the combat.