Borderlands was too expensive so I made my own!

@ComicallyUnfunny that’s a great question, and honestly a really flattering one, so first of all, thank you. You’ve got a sharp eye, and it genuinely makes me happy that another dev noticed those little details.

You’re absolutely right: a lot of the juice in Botherlands lives in very small, almost invisible things. The short delay after a hit or before enemies explode into coins, the slight randomness in coin bounces, tiny timing offsets… none of that is flashy on its own, but together it makes the game feel more alive.

One thing that helped a lot is that I built a prototype first, then remade the game entirely. When I restarted from scratch, I could think “juice first” during implementation, instead of trying to sprinkle it on at the end. Every time I added a mechanic, I asked myself: what feedback does the player get here? what does this communicate?

Also, “juice” or “game feel” isn’t always about big effects. Sometimes it’s very subtle:

  • the smoky backgrounds in the menus
  • reworking colors and contrast using the WorldEnvironment node (huge payoff for very little effort, I originally used a shader, but it broke the iOS renderer, so this became a much better solution)
  • tiny delays or easing instead of instant transitions
  • lots of nearly invisible details that just help things breathe, feel a little bit more “alive”

That said, I knew combat would be about 80% of the player’s time, so that’s where I focused most of the effort. Hit flashes, particles, exaggerated blood bursts to clearly signal a fatal hit (and give a small sense of reward), shells and weapons flying off… I tried to add feedback everywhere it really mattered. You obviously can’t juice everything, so I mostly prioritized things that either communicate important information or reward the player emotionally.

One resource that really influenced how I think about this is this video:
https://www.youtube.com/watch?v=qCj9CZoAvFY
It’s a great breakdown of game feel techniques and helped me be more intentional about where and why to add juice.

I’m really glad this resonated with you, and honestly, thanks for taking the time to look that closely at the game. Questions like this are always motivating to read :heart:

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