Feel#
Week 12 · Juice, Feedback, and the Moment of Loss#
⚡ Live demo inside — you’ll drive it yourself
Photo: Lino Wirag, CC BY-SA 4.0 — a pinball machine’s playfield
Nothing requires the shake#
A block breaking needs no screen shake to stop existing.
The logic is identical with or without one — same collision, same removal, same score update.
Photo: Lino Wirag, CC BY-SA 4.0
Juice changes nothing about what happened#
— and everything about whether it registered.
Same event. No feedback.#
Same event. Full feedback.#
Try it — identical outcome, two feelings#
Try it: two blocks, identical outcome, one button
No juice
Ready
Juice on
Ready
Press Break both blocks — same outcome on each, watch how differently it registers.
Both blocks break on the same click, with the identical outcome. Watch how differently the two announce it.
Twelve weeks, one argument#
Foundations
- 1Why Failure Feels Bad
- 2The Taxonomy of Losing
- 3Lives, Continues, Arcade Economy
Design decisions
- 4Checkpoints — Architecture of Mercy
- 5Permadeath & Consequence
- 6Death as Narrative Engine
- 7Difficulty as Communication
People & culture
- 8The Ethics of Assistance
- 9Speedrunning & the Death That Isn’t
- 10Losing Together
- 11Comedy, Rage & Aesthetics
Craft
- 12Feel — Juice & Feedback
Failure is designed, at every layer, on purpose.
The final project#
Design an original fail state — real, prototyped, or specified on paper — and be ready to explain the failure it’s designed to produce.
- worth 40% of the course, due next Monday
- judged as a whole: one well-considered fail state beats an ambitious system nobody had time to design
- a playable prototype, or a fully specified paper design — both count
- 500–800 word justification, plus a live 3-minute presentation
Get the brief on your phone#
The final project brief#
Scan now — worth thirty seconds while it’s on screen, before it’s just a link to hunt for later.
Final projects, today#
Three minutes each. Make the fail state legible on sight.