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.
But wait, there's more! Feel comes packed with more than 20 demos showcasing all the great tools it contains. From small scenes focusing on a particular feature, to a complete
and enhanced game of Snake, packed with feedbacks for each of its microinteractions, there's tons of contents to explore.
Go play with them right now!
You can also check these demos as a PC build or a Mac demo, or even try out Chill Snake on iOS, or Chill Bowling, entirely powered by Feel. Their entire code and contents are provided with Feel. You could also have a look at this illustrated list of demos in the documentation.
Or you can check out this neat release trailer for Feel :
Feel comes with the MMFeedbacks system, which lets you stack and trigger feedbacks extremely easily. It's packed with more than 100 of them, ready to use. Most of them
are completely autonomous and don't require any dependency, and some of them are dedicated to make use of Unity packages like TextMesh Pro, Cinemachine or PostProcessing. Feel free not to use them if you don't want to.
Here's a complete list of all the feedbacks included in the asset :
Using Feel 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!
All classes are commented, there is a full documentation available, video tutorials, a complete API documentation, help boxes in inspectors, a 2000+ users strong Discord community where you can get help, a community repository you can contribute to, and more!
Yes, updates are released very regularly.
All Feel and MMFeedbacks updates have always been free, and always will be.
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. That's how Feel was born.