I felt in love with the Game Feel task. It's really empowering to go from "working" game to a "satisfying" one and feel how the game mechanics reach their full potential with that polish phase.
This is a before/after of what I got recently with a simple Breakout game
In order to reduce that friction and help me itterate faster on feedbacks, I created this unity tool based on a property mutation system built around three core principles.
First, I wanted it to be based on additive layers as multiple animations should be able to affect the same property simultaneously. While this is intuitive for properties like position or scale, it can feel less natural with values such as color.
Second every animation should be reversible both during loops and when the animation state ends. This guarantees clean transitions and prevents permanent drift in modified properties.
Third, the architecture should minimize overhead, composing complex layered feedbacks in a lightweight and scalable way.
May you wanna learn more, there is an ongoing sale, 40% off on to celebrate version 2.0 HERE






