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Coding Mojo

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A member registered May 24, 2019 · View creator page →

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(1 edit)



New Demo & Version Update !

Hey everyone! 

I've spent the last few days diving deep into refining and juicing up a simple Snake game, and I’m really excited to share the results with you all! 

This new update brings along a fresh demo, showcasing what you can do with my tool, along with a brand new version packed with some cool tweaks and improvements. Whether you’re just getting started or already familiar with the tool, you’ll find some nice upgrades that should make creating even more fun and intuitive.

Take it for a spin, let me know what you think, and as always, feel free to drop any feedback or ideas! I’m always looking to make it better and more fun for everyone.

Happy coding, and enjoy the new features!

---------------------------------------------------

# 1.2.0

### Optimizations

- Improved performance by adding Pooling to Feel Manager

### Features

- Added ability to handle GameObject.SetActive() in the tool

### Quality Of Life

- FeelComponent.FreezeVariantByName allow to freeze and extends variant by X seconds

- FeelComponent.FreezeVariantById allow to freeze and extends variant by X seconds

### Demo

- Added Snake demo project

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On my journey to add more demo projects to the Feel Craft package, I just created a Snake game.

Not the smartest pick — turns out it’s really hard to add game feel to such a simple concept! After some solo brainstorming (and a bit of Reddit help), TADA — here it is !

I’m actually really happy with the result, and even discovered a few improvement ideas along the way...

Let me know what you think !

What is Feel Craft ? FeelCraft allows game developers to instantly add dynamic, responsive, and authentic game feel to any game object. With just a few clicks, you can animate any object and make it react to player input in ways that feel natural, fluid, and rewarding.

Non-exhaustive usage examples :

  • squash/stretch so jump feel crisp and rewarding,
  • camera shakes when user gets hit,
  • rhythmic pulses on music games,
  • weapon shake on user input
  • particle trails behind a character
  • enemies react to hits
  • environmental feedback like falling leaves
  • camera mouvements for road feel, like when a car is acceleration
  • flash and camera zoom during critical strikes
  • car weight during turns / acceleration / brake / accident
  • ... 

Thanks for reading, any feedback is welcome :)

Thanks !

Feel Craft : 1.1.0


Hey devs!

I'm excited to share a new update to FeelCraft — version 1.1.0 is live!This version focuses on giving more control over how and when game feel effects are triggered and handled, along with better flexibility for real-time gameplay and performance optimization.

Here’s what’s new:

Breaking Changes

  • The method VariantDesactivated() has been removed. If you're using it, you'll need to migrate to the new system below.

Feel Component Improvements

- New Ways to Control Variants

  • DeactivateVariantByName End any variant by its name — super useful when you don’t have the ID on hand.
  • DeactivateVariantById End a specific variant using its unique ID (which ActivateVariant() now returns).
  • ActivateVariant() Power Parameter You can now scale the intensity of a Variant with a Power multiplier! Want to reverse an effect? Pass a negative value. Default is still 1.

Particle System Optimization

  • You can now pre-instantiate particles, which improves performance — especially useful when spawning lots of effects at once.

Variant Behavior Upgrades

- New Loop Modes:

  • LoopMode.Hold: Keeps the effect going until you explicitly end it (great for things like engine idle or hover states).

- New Termination Modes:

  • Return: Animates the object back to its original position before completing.
  • ReturnAndSelfDestruct: Same as above, but also tries to destroy the target after the return.

Taste System Tweaks

  • Tastes now support a Power multiplier just like Variants. You can now scale or invert their effect — useful for creating mirrored reactions or intensity-based feedback.
  • Added support for Power(Min/Max) caps to keep things stable and within expected bounds.

Why This Matters

This update gives you more precise control over what’s happening, especially in fast-paced or reactive gameplay situations. You can now:

  • Scale effects dynamically based on input or physics
  • Fine-tune looping behavior
  • Cleanly terminate effects when needed
  • Improve runtime performance for particle-heavy setups

Let Me Know What You Think

If you’re already using FeelCraft, I’d love to hear how this update helps your workflow. And if you haven’t tried it yet — now’s a great time! Your support helps me continue building and refining the tool, and I’ve got more features coming soon.

Thanks for reading — happy devving!


Get the tool athttps://codingmojo.itch.io/feelcraft
Consider subscribing to this thread :)

I am a developer with 13 years experience in gaming industry, most of my experience is backend oriented but I really like to do front-end things on my spare time. Check my profile to see some of the tool I created.

I'm looking for teammates in order to do few game jams during this summer. Ideally, french speaking people but that's not mandatory. Developers, artists or game designers. Wanna build a relax and funny spirit, but still productive with a high end-result value.

You should have some portfolio to showcase.

Poke me if you are interested :)

I can't find a way to update the % displayed in front of my devlog thread when I post a new update. How to do that ? Should I create a new thread every single update ?

Is “released” better than “perfect” ?

Here’s a sneak peek: 1000 fully animated cars running at 60fps on my 2020 MacBook Air — all powered by the game feel tool I’ve been building. And yes, there’s still room for improvement… but that’s okay. 

 When working on personal projects, it’s surprisingly hard to stay in a production mindset. I catch myself over-polishing, chasing perfection, and delaying feedback — as if my personal value is tied to the quality of the work. Sound familiar ? Funny enough, I don’t struggle with this when delivering for clients. But something shifted this year: I realized I owe the same respect to my own time, budget, and roadmap. 

That’s why I’m committing to releasing this tool on the Asset Store before June 15 — not when it's “perfect,” but when it's ready to grow through real-world use. How do you deal with perfectionism in your own projects?

Version 0.9 :

  • Improved performances
  • Fixed few bugs
  • Improved CustomEditorWindows and CustomInspectors with Tooltips and quality of life changes
  • Documentation

Hello there,

I'm working on a Unity Tool to helps integrate game feel in minutes, no rigging, no skinning, no programming required. 
Here is a video presentation, I'm actually on v0.8, few bugs remaining to be fixed but it's soon ready for first release.

Version 0.8 : 

- Custom Windows Editor
- Ability to add Transform Animations (rotation, scale, position)
- Ability to add Particles Animations
- Ability to edit animations in play mode and see the result updated in real time
- Ability to reuse an animation file over multiples prefabs

I plan to add features and improve on it over time.
Would be very pleased to read your thoughts about it :)

Cheers

Heya !

Senior developer with a strong backend expertise is looking for small freelance tasks, either front-end or backend. You can check my linkedin profile to see my previous experiences https://www.linkedin.com/in/thomaspradeilles/

Paid work only, but I'm open to small budgets if I can get fun from it ;)

2019, July 3 : Devlog #5

Going procedural, I met this good friend Perlin Noise. So I create this Layered Perlin Noise tool in order to generate terrains shapes of my taste. In this specific case, I'm looking for continental looking terrain shapes with larges plains and few mountains from time to time.

2019, June 11 : Devlog#4

I spent last few days working on sandbox optimisation in Unity. From draw calls to multi threading, I talk about the most impactful changes I made to go from 15FPS to more than 110FPS during the main game loop

What's new :
- Improved overall performances
- Added demo controlable character, movement validated on the grid (can't walk on water, can only climb 1 tile height at a time)
- Re-skinned devlogs, now in english

2019, May 28 : Devlog#3

I continue the hard work on the sandbox 3d grid.

My first task was to improve a bit the construction mode so I can build my zone faster. I then had to work on a lot of different optimisations detailled in the video in order to improve the loading and display of my map, a long fight for the FPS I did not yet completed fully :)

Hope you'll enjoy, your kind comments are much appreciated


(3 edits)

Short Description

Coding Mojo is a tactical mmorpg inspired from games like Dofus, Eve Online, XCom and Wakfu.

Devlog History

2019, July 3

Going procedural, I met this good friend Perlin Noise. So I create this Layered Perlin Noise tool in order to generate terrains shapes of my taste. In this specific case, I'm looking for continental looking terrain shapes with larges plains and few mountains from time to time.


2019, June 11

I spent last few days working on sandbox optimisation in Unity. From draw calls to multi threading, I talk about the most impactful changes I made to go from 15FPS to more than 110FPS during the main game loop.

Hope you'll enjoy, your kind comments are much appreciated

2019, May 28

I continue the hard work on the sandbox 3d grid.

My first task was to improve a bit the construction mode so I can build my zone faster. I then had to work on a lot of different optimisations detailled in the video in order to improve the loading and display of my map, a long fight for the FPS I did not yet completed fully :)

Hope you'll enjoy, your kind comments are much appreciated

2019, May 7



2019, April 24