Juice it or lose it - a talk by Martin Jonasson & Petri Purho

616K views · 14 years ago · talk · evergreen

Martin Jonasson and Petri Purho take a plain game prototype and add small effects one at a time, such as tweening, particles, screen shake and sound. The talk shows how much feel and fun come from this kind of feedback and polish.

HN treats it as the standard talk on game juice, useful for anyone who wants interactive things, games or UI, to feel good.

“Gotta be one of the best talks for anyone trying to make things interactive that also feel good.”

25 comments from Hacker News

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@akilism2016 · in “It’s cheaper to build multiple native applications than one responsive web app”
The talk juice it or lose, by Martin Jonasson & Petri Purho, is all about this. Gotta be one of the best talks for anyone trying to make things interactive that also feel good. ▶ this video
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@glitchdout2013 · in “Show HN: Four months of indie game dev”
"Juice it or lose it" is the best presentation I've seen on the matter. It's really funny and it clearly show how adding some bouncing or some particles can completely change the feel of a game (or UI) ▶ this video
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@gregsadetsky2025 · in “Game design is simple”
"juice" (in terms of game making) will always remind me of this amazing, classic talk - ▶ this video
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@zovirl2025 · in “Ask HN: Recommend resources that helped your game dev journey?”
Resources which helped me get started: "Challenges for Games Designers" by Brathwaite & Schreiber. This was by far the most helpful, as it laid out a process of finding & refining fun game ideas. "Game Feel" by Swink. Examines why jumping feels better in Super Mario than Donkey Kong, why Street Fighter feels the way it does, etc. This way of breaking down & examining mechanics was eye opening and can be applied to other kinds of games. lostgarden.com, especially link which describes a process for rapidly iterating on ideas, and link which introduced me to some of the fundamental building blocks of game mechanics. Resources which helped me later: I found "Art of Game Design" to be helpful later, when working on making a good game into a great game. The different lenses were great for finding areas where I could improve a game. ▶ this video really drove home how important polish is. This was useful after I had a game which was already a bit fun. Finally, an observation & a suggestion, if you're open to them: You admit that you don't know game design, yet you're attempting to innovate by removing limits. This seems like an enormous challenge for a beginner, like someone who doesn't know how to play an instrument attempting to make a new style of jazz. I think you'd have more success if you learned to play the instrument first: Practice by making a lot of small games. Spend 2-4 days on each, no more. Learn to use prototypes to explore the design space, searching for ideas with a glimmer of fun. When you find one, iterate on it to see if you can refine it into something more fun. As your game design skills improve, your ability to innovate will improve too.
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@cookiengineer2024 · in “My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback”
There was this amazing talk called "juice it or lose it" that's meanwhile a little famous among game devs that I would recommend watching with him [1] because it shows how much of a game is effects, tweening and animations. Of course, he's 9, but maybe this will help him understand how to polish things like this and make them more fun to use? [1] ▶ this video
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@TomK322024 · in “Ask HN: 9-yo son wants to build a game, I'm lost. What can I do?”
Don't worry too much about 3D (though Godot will make it easy enough to switch from 2D to 3D and even combine both) but focus on fun instead: ▶ this video
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@cookiengineer2023 · in “Ask HN: Which talks blew your mind?”
Back in the days when I started with game dev hobby projects: "Juice it or lose it", which I think also includes valueable lessons to making "joyful" UX in apps, too. [1] [1] ▶ this video
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@p1necone2022 · in “A lobbying blitz made sports betting ubiquitous”
I had periods of time where I played nothing but a single game, though those were never more than a few months. Definitely seems like it would be good for your son to broaden his gaming horizons somewhat. Re: "Juicing" - I saw the word and immediately assumed you were using the definition from this classic gamedev talk, well worth a watch: ▶ this video
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@woko2021 · in “Making Games on Your Own as an Engineer”
Regarding your second point, there is this talk by Petri Purho (Noita) about making a bland game feel fun to the user: ▶ this video As for your first point, I would suggest aspiring devs to try to prepare themselves to take part in "game jams". The constraints (including a time constraint) help focus on important parts. link
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@tripzilch2017 · in “Kkrieger – A 96KB first person shooter”
True, but I like how impressed he is by certain parts of the graphics/meshes :) The procedural generation technique, apart from saving tons of space, also allows for some pretty good+realistic tree trunk and rock objects (or "effects" as they'd be called if this had been a regular demo instead of a game). I do agree with him about the lack of gore. It doesn't necessarily have to be bloody per se, but there's a great short gamedev presentation called "Juice it or lose it"[0] with loads of basic little tricks to make a game "juicier". They already hit a bunch of them, but there could have been some monster bits flying from the explosion. [0] ▶ this video (15 mins)
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@whatever_dude2017 · in “The Cool Cam (2007)”
People normally call that making it "juicy". There's this awesome presentation on YouTube showing how a boring game can look awesome with some "juiciness", even if the core gameplay is unchanged: ▶ this video
RecommendsView on HN
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@fao_2016 · in “I Have Created 50 Games in 2014”
Another one from Vlambeer, and a personal favourite: 'Juice it or lose it' ▶ this video
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