A quality of a game that encompasses ease of control and player motivation.
See also:
Camera feel and camera control is a big part of game feel.
Most old games are completely made (or broken) by this.
While some newer games have _excellent_ camera control:
See also:
A term that stands in for a variety of game-feel words. Pretty much means some game's feedback mechanisms (shaders, screenshake, sounds, everything) are chunky, crunchy, gnasty with a g, etc.
There's a talk somewhere with a break-out game and two devs ratcheting up the juice to show how the impact....
From Extremely OK Games
One of the best couch-multiplayer games ever!
Seems simple, but unfortunately it's not.
In my next jump implementation, I'm going to do that height-as-input style, and be sure to include variability (small/large jumps). That control should make for a better game-feel, and support more flexible level design.
Trying to think out these excellent game-feel moments.
Talking this out with greg, it came down to dropping bananas in just the right spot, angling that green shell just right.
It seems about about giving players the opportunity to create a trap - i think we could also focus on the pay off. It'd be fun to watch someone fall into your trap - to see the opponent make choices that you lead them along.
(Is there some linked idea here about letting players create and crud ink stories!?)
Imagine playing async mario kart, with a group of folks. The matches are a week long, you have to do 5 races, and they're all played async and in specific orders. You try to shoot the leaders (if you're going last) - you try to leave bananas and traps (if you're going first).
The overcooked tie in here was a realization that the overcooked battles that duaa and i do are not that different from tetris. So why not fill in some blocks or toss a bunch of buns on the floor whenever you complete an order? We should be throwing bananas across the way at each other.
We should also see the projected score for each side while playing - what is optimal/estimated? is there enough time to make another burger? That'd give some sense of the shape of the conflict - does it build up in an exciting way, or was it decided a long time ago?
Feels a bit like chess in that way - having a computer that just says, no white is 10 centi-pawns up, the rest is simple enough.
I think we have to take async games to this level - if we don't, there's not much for the mind to do with it.
Where the game experience gets its detail.
Level design is player experience design.
Game feel might apply to multiple levels - some of level design may as well, but another aspect is getting out of the game meta and into the game-actual. What is the content! The level should focus on surfacing the leaves, the real 'what' of the game.
Platformer-fighter. Couch multiplayer.
Some seriously epic battles, and great game feel.
Trying to get a handle on larger game dev topics as I encounter and tackle them.