Just wanted to offer a quick thought on game feel, since it’s something that can really elevate a project from good to great. It’s about giving the player immediate, meaningful feedback when they take an action—whether it’s an attack, movement, or interaction.
For example, instead of simply destroying an enemy object on death, I added ragdoll physics, blood effects, and a sound cue. It’s still the same functionality (the enemy dies), but the feeling is entirely different. You see the consequence, you hear it, and in a way, you feel it. Great game feel is built from these layers.
If I wanted to take it even further, I could add blood spatter decals that stick to nearby walls, or camera shake on critical hits. All of these things reinforce that the player’s actions have weight in the world—and that’s what makes gameplay feel satisfying on a deeper level.