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Game Feel

Timing

Frame-rate independence and forgiving input windows.

Interactive visual
01 · 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
02 · 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
03 · 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
04 · 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
05 · 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.