The Play Reports · 1mo · discuss
At work right now, I'm putting the polish and juice into our current project (a video game for kids), and it got me thinking about juice in tabletop games. If you're unfamiliar with the term juice, it's something that's easy to spot but difficult to communicate. My working definition is: Responsive feedback that provides a satisfying execution of play in increments. Juice can reinforce and highlight key systems but if the devs squeeze right, then even smaller sub-systems have a bit of juice. Repetitive tasks should feel rewarding and good, visually and mechanically. Some examples of juice in video games...