[KongchangAI]
Concept游戏手感

Game Feel

A professional concept in game design systematically defined by Steve Swink in his 2008 book of the same name. It refers to the intuitive perceptual experience players have when interacting with game systems, determined by dozens of parameters including input response latency, acceleration curves, and collision feedback.

Timeline (last 90 days)

Oct 1

The core theory of Game Feel/Juice is that the more perceivable feedback a single action triggers and the more immediate it is, the more players can sense the weight of their inputs; this was systematically summarized by Martin Jonasson and Petri Purho in their 2012 GDC talk.

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Oct 1

Layering multiple hit feedback elements (action animation, sound effects, particles, hit flash, hitstop, screen shake, knockback) can significantly enhance the game's hit feel.

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