juice-it-or-lose-it
Installation
SKILL.md
Juice it or Lose it
A practical reference for adding "juice" — the layered visual, auditory, and temporal feedback that makes interactive software feel alive. Distilled from the Jonasson/Purho 2012 talk of the same name, Jan Willem Nijman's "The art of screen shake," Steve Swink's Game Feel, Mark Brown's analysis, and field-tested examples from Vlambeer, Cactus, dashpong, and others.
What juice is, and what it isn't
Juice is maximum output for minimum input — every player action triggers a cascading set of responses across multiple sensory channels. The original framing comes from a 2005 Gamasutra piece on prototyping: a juicy game "feels alive and responds to everything you do, tons of cascading action and response for minimal user input."