Juiciness and Game Feel

Juiciness and Game Feel
Lets look at how we as designers can give the player better feedback!

Hits

 * Principles of Animation (Idle, Anticipation, Hit, Recovery)
 * Key-frames, Smears and other animation goodies
 * Hit Comic Pops (2D FX, to add to the hit, Slashes, Pows, Lightning, Flashes, etc)
 * Screen Shake
 * Screen Splats
 * Pre-hit Slow down
 * Zoom in, Muffle
 * Hit-stop (Hit-Pause)
 * Hit Flash
 * Explosions
 * Character Shake
 * Knock-back
 * Hit-Stun
 * Gibs


 * Tactile Feedback
 * Rumbles
 * Player Mimicking Actions on Screen

Art

 * High Contrast
 * Silhouette (Strong Shapes)
 * Dramatic Lighting (Shafts of Light, Spotlights, Heavy Darkness with Bright Lights)
 * Movement (Always have something moving)
 * Rain, Wind, Small animals, Clouds, Background NPC's,
 * Particles
 * Destructible
 * Rag-dolls
 * Dust Puffs
 * After Images
 * Movement Trail
 * Fluid Motion
 * Lighting
 * Lense Flare
 * Crepuscular rays (God Ray)
 * Dynamic Lighting
 * Flashes of Light.
 * Moving Shadows.

Design

 * Better Movement Options
 * Grappling hooks
 * Flight aka Jetpacks
 * Slow Motion

Sound

 * Bass
 * Contrast, and make a scene loud then when something important happens drop all sound.