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Game Feel

Timing and motion rules that make jumps, hits and cameras respond the way players expect.

9 cheat sheets · 3 subcategories

Timing

Frame-rate independence and forgiving input windows.

Interactive visual
common

Coyote Time

let the player jump a few frames after leaving the ledge

Coyote time keeps a jump available for ~0.1 s after the character walks off an edge, so presses that feel on time are not eaten by the game.

Interactive visual
core

Delta Time

scale every change by how long the last frame took

Delta time is the seconds since the last frame. Multiply speeds and rates by it so a game plays the same at 30, 60 or 144 fps.

Interactive visual
common

Hit Stop

freeze both fighters for a few frames when a blow lands

Hit stop pauses the attacker and target for a few frames on impact. The brief freeze sells weight and gives the eye time to read the hit.

Interactive visual
common

Input Buffering

remember a press for a moment and fire it when it becomes legal

Input buffering stores a press for ~0.1 s and performs it as soon as the action becomes possible, so slightly early inputs still count.

Interactive visual
core

Invincibility Frames

after a hit, ignore damage for a short, clearly signalled window

Invincibility frames (i-frames) make a character ignore damage for a short window after a hit or during a dodge, with blinking to show it.

Motion

How characters speed up, stop and deform.

Interactive visual
core

Acceleration and Friction

ramp velocity toward the input instead of snapping to it

Ramp velocity toward input × max speed with an acceleration, and back to zero with a separate deceleration, to give movement weight.

Interactive visual
common

Squash and Stretch

deform along the motion, keep the volume constant

Stretch an object along its velocity and squash it on impact, scaling the other axes so volume stays constant. Motion reads as fast and elastic.

Camera

Cameras that follow calmly and shake with intent.

Interactive visual
common

Camera Deadzone

let the player move inside a box before the camera follows

A camera deadzone is a box around the screen centre where the target moves freely. The camera only follows when the target pushes past its edge.

Interactive visual
common

Screen Shake

add trauma on impact, shake by trauma squared, let it decay

Trauma-based screen shake: hits add trauma (0–1) that decays over time, and the camera is offset by trauma² × smooth noise for impact.