Below is a small demo of some of the feedbacks included in the asset. Due to the current limitations of WebGL builds,
most audio feedbacks won't work. This demo also doesn't demonstrate the URP feedbacks, the haptics ones, etc. It's
still pretty cool!
Just scroll and click on any effect in the list on the left. Keep in mind that this will only show one example of use of each feedback. They can all be customized with tons of options, possibilities are endless.
You can also download the PC demo or the Mac demo.
Setting up your feedbacks is extremely easy, fast, and fun. The inspectors have been designed to be simple yet efficient, and provide you with all the info you need at runtime. Simply add feedbacks, tweak them to your liking, test them in realtime, and enjoy all that good gamefeel!
The asset comes with the MMFeedbacks system, which lets you stack and trigger feedbacks extremely easily. It's packed with tons of them, ready to use. Most of them
are completely autonomous and don't require any dependency, and some of them will require Cinemachine or Unity's PostProcessing. Feel free not to use them if you don't want to.
You'll also find haptics feedbacks in the asset, and Nice Vibrations
is included as a gift, as is the MMTools library. It's absolutely not necessary to use that library to
trigger feedbacks, it's actually completely unrelated, but it's a nice toolbox and is included in the asset for free.
Here's a complete list of all the feedbacks included in the asset :
I strongly believe game feel (or juice, or microinteractions, or feedbacks,
or whatever you prefer to call it) is one of the most important parts of game design.
Making sure the player understands the consequences of their actions is the best way to make sure interactions are rewarding and engaging.
Providing proper feedback when the player makes an action, or when something significant happens in the game is mandatory.
Whether it's a screenshake, a flash, an object's scale bumping, or all of these at once, it will only make the experience more satisfying.
You can learn more about feedbacks in Martin Jonasson and Petri Purho's talk "Juice it or lose it", the wonderful "Art of screenshake" talk by Jan Willem Nijman, or my own talk about game feel and fast prototyping at Unite Copenhagen in 2019. Implementing these kinds of feedbacks isn't necessarily rocket science, shaking a camera is quite an easy task. But after working on tons of games and prototypes, I've found myself often going back to the same game feel recipes, and I wanted to remove as much friction as possible between an idea for a feedback and its in-game implementation.