The Craft
Game Feel
Explore how controls, movement, feedback and recovery shape the experience of playing.
A ship can respond immediately, slide past its target or take time to gather speed. Compare one rule at a time in Controls and response, or try the three-ship playground first.
Each lesson explains its rule in plain language, worked arithmetic and pseudocode. Use the inspector to connect that rule to what the ships do. Choose a rule for the experience you want, then test what it changes.
Controls and response
Change speed, acceleration, release braking and reversal one rule at a time. Compare matching input and inspect the actual updates.
Start controls and responseFurther explorations
PlannedMore ways to explore the maths behind games. These lessons are still to come.
- Jumping and forgiveness
- Experiment with jump height, air control, buffered input and the brief opportunity to jump after leaving an edge.
- Impact and feedback
- Compare the same hit with different animation, sound, recoil and brief pauses.
- Cameras and attention
- Follow, lead and frame the action. Explore when camera movement and shake help or interfere.
- Readability and anticipation
- Make threats, intentions and consequences understandable before and after an action.
- Failure and recovery
- Compare checkpoints, respawns, temporary protection and restart speed.