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Why your game feels wrong, and how to fix it by tuning

Your game works but is not fun? A game feel tuning guide: jump strength, gravity, speed and lives, with worked examples and a one-value-at-a-time method.

Fanann Team10 min read
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Quick answer

A game feels wrong when its response does not match what the player's hands expect: a floaty jump, a hero that slides, an enemy too fast to read, or a loss with no warning. The fix is tuning: change one value at a time (jump strength, gravity, speed, number of lives) and play straight after. Jump strength and gravity together set the jump's height and timing, enemy speed is judged relative to the hero's, and the number of lives is set by your audience.

People look for this as
  • why does my game feel bad
  • how to make a game feel good
  • game feel jump gravity tuning
  • how many lives should a game have
  • what is game juice

Why does my game feel wrong even though it works?

Every game maker reaches this moment: the game runs, nothing is broken, the hero moves, the enemies move, and yet something is off. You do not want a second round. That is a game feel problem, and it is usually not the idea or the art. It is a few numbers that have not been tuned yet.

Animated explainer: the jump-height slider moves, the character jumps higher and collects the coin.
Animated explainerAnimated explainer: the same character and level, and two sliders that turn a floaty jump into a snappy one.

Start by naming the symptom. Behind every vague feeling is a value you can change:

What you feelThe usual causeWhat to try
The jump floats as if on the moonLow gravityRaise gravity and jump strength together
The jump is short and heavyHigh gravity for the jump strengthRaise jump strength or lower gravity a little
The hero slides after I let goWeak decelerationAsk for a quicker stop when the move button is released
The hero is slow and dullLow run speedRaise the speed, then recheck the gaps
I lose and do not know whyHarsh collision boxes or sudden dangerShrink the hero's hitbox and slow the enemy
It is easy to the point of boredomMany lives and slow enemiesReduce lives or raise enemy speed gradually
Everything is right but flatNo feedback on eventsAdd a sound and a flash to every pickup and hit

What does game feel mean?

Game feel is what reaches your hands before it reaches your head. It comes down to three things:

  1. 1
    Response

    When you press, something happens at once. Any delay between finger and screen feels as if the game is not listening.

  2. 2
    Weight

    Things have convincing heft: a jump rises and falls in an arc you expect, and the hero speeds up and stops in a consistent way that can be learned.

  3. 3
    Feedback

    Every important event is answered with something you see or hear: a chime for a coin, a flash for a hit, a small shake on landing.

Players never say the gravity is low. They say, I don't know, I just didn't like it. Your job is to translate.

It matters because the game loop repeats hundreds of times a session. A small annoyance in every jump adds up to closing the tab; a small pleasure in every jump adds up to one more go.

How do jump strength and gravity work together?

These two numbers are never tuned apart. Jump strength is the upward launch speed. Gravity is what eats into that speed every instant until the jump turns into a fall. Together they give the height and the time to the peak.

An example with made-up numbers (units differ from game to game; the ratio is what matters): three jumps of exactly the same height that feel completely different.

SettingJump strengthGravityHeightTime to peakFeel
Floaty400800100Half a secondCalm, gives time to steer, good for children
Balanced5661600100About a third of a secondQuick and comfortable, good for most platformers
Snappy8003200100A quarter of a secondTwitchy and precise, for challenge games

The rule the table reveals: multiply gravity by four and jump strength by two, and the height stays the same while the time halves. So if you like the height but not the rhythm, move both. If you like the rhythm and want another height, move jump strength alone, a little.

How fast should the hero and the enemies be?

There is no correct speed, but there are ratios that work. Think of every speed relative to something else in the game:

ValueMeasure it againstStarting pointIf it goes too high
Hero speedScreen widthCrosses the screen in two to three secondsThe player cannot see danger in time
Patrolling enemy speedHero speedAbout half the hero's speed at firstIts rhythm cannot be read, and losing becomes luck
Projectile speedHero speedFaster than the hero, with a warning before firingIt cannot be dodged
Endless runner paceThe player's reaction timeAn obstacle is visible at least a second aheadThe game tests luck, not skill
Difficulty rampRound lengthA small rise every fifteen to twenty secondsEveryone loses at the same point

In racing and shooting games the same idea applies under other names: top speed against steering, ship speed against enemy speed and time between shots. Always ask: does the player have time to see, decide and act?

How many lives and how much time should I give?

These are the rule numbers, and they decide who your game is for. The same number is generous to one player and harsh to another.

AudienceLivesTimeOn losing
Young childrenNo losing, or many livesNo timerRetry from the same spot
Families and casual playersThree to fiveGenerous, or no timerBack to the last checkpoint
A marketing campaignThreeA round of about a minuteScore and Play again appear at once
Challenge fansOne to threeTightRestart the level
What happens with your players?

Pick the one that sounds like you to see the advice.

What feedback makes a game feel alive?

Once movement and rules are tuned, one layer remains that designers sometimes call juice: small signals confirming that what the player did happened and mattered. They change no rules and change the whole feeling.

  • A sound for every event: jump, pickup, hit, win, loss. Five short sounds are enough.
  • A flash on being hit: the hero blinks for a moment, so the player knows they were hit and are protected now.
  • A slight screen shake: on a hard hit or an explosion. Light and brief, or it becomes annoying.
  • Particles: a puff of dust on landing, a sparkle on a coin.
  • A brief pause: a very short freeze when an enemy is hit gives the hit weight.
  • Popping numbers: a +10 that floats above the coin and fades.
A request to add feedback

Add feedback to events without changing the rules or the levels: a short sound for jump, pickup, hit, win and loss; a flash on the hero and a moment of protection after a hit; a small dust puff on landing; a sparkle and a +10 when a coin is collected; and a very slight screen shake when an enemy is defeated. Add a slider to Tuning for shake strength and one for sound level.

Try it in Fanann

The rule of restraint: if the player notices the effect itself, it is too much. Good feedback is felt, not seen.

What is the right way to tune?

Tuning is a small experiment, repeated. Change five values at once and you will not know which one fixed the game and which one broke it.

  1. 1
    Name the problem in one word

    Floaty, heavy, fast, harsh, flat. If you cannot, play more.

  2. 2
    Pick one value

    The one you think is the cause. Only one.

  3. 3
    Overshoot first

    Move it a lot in both directions to learn what it really does, then come back toward the middle. Hands do not feel a tiny change.

  4. 4
    Play the same section

    The same jump, the same enemy. A comparison needs everything else held still.

  5. 5
    Lock it and move on

    When you are happy, leave the value and go to the next. Return only if something it depends on changes.

The order of tuningTap an item when it is done. Your progress is kept in this browser.

How do I tune a game while it runs, without code?

In a traditional engine every change is a full cycle: edit the number, run, reach the section, try, stop, edit. In Fanann's 2D Game Design you drag the slider while the hero is still in the air. The verdict goes straight to your hands.

Illustration: a platformer hero mid-jump. The height and timing of that arc are two numbers you tune as you play.Illustration
Illustration: a platformer hero mid-jump. The height and timing of that arc are two numbers you tune as you play.
Tuning groups
Player, Enemies, World, Rules, Look, Sound, Controls
Saving
Every change is saved as a version and can be undone
Reset
One button puts back a single value or all of them
Missing a value?
Ask for it to be added to Tuning in a sentence

Some values restart the game when changed, and are marked as such. 3D Game Design follows the same idea: player speed, jump strength and gravity are sliders, with a plain note that lower gravity makes jumps float and higher gravity makes them snappy.

Build steps from the start: make a 2D game with AI. The full picture: make a game without coding.

Key takeaways

  • Feel is three things: instant response, convincing weight, and clear feedback for every event.
  • Jump strength and gravity are a pair: change both to alter a jump's timing without its height.
  • Tune enemies relative to the hero, not in absolute numbers.
  • Change one value, play, decide. Changing three at once hides the cause from you.
  • Tuning while the game runs saves dozens of attempts, because your hands judge at once.

Frequently asked questions

Why is my game not fun even though it works?
Usually because the feel numbers have not been tuned: a floaty jump, sliding movement, enemies too fast to read, or no feedback on events. Name what you feel, then change one value and play.
What is the difference between jump strength and gravity?
Jump strength is the speed the hero launches upward with; gravity is what pulls it down every instant. The first makes the jump higher and longer, the second shorter and quicker. Changing both together alters the jump's timing without its height.
How many lives should a game have?
Three lives with checkpoints is a good starting point for a general audience. For young children, make it impossible to lose; for challenge fans, one to three. Then watch real players and adjust.
How do I know if my game is too hard or too easy?
Do not rely on yourself; you know the level. Give it to three new people: if they all lose in the same place it is too hard there, and if they finish first time without concentrating it is too easy.
Do I need to code to change these values?
Not in a game maker that exposes them as sliders. In Fanann you drag the slider while the game runs, and if a value is missing you ask for it to be added to Tuning in a sentence.
What does game juice mean?
A common name for the small feedback that makes a game feel alive: sounds, flashes, slight shake, particles. It changes no rules but makes every action feel like it mattered.

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