Lets COOKđ„đ„
Imagine you're a cook (well⊠you are, kinda đ)
And you're cooking something for the very first time.
Youâve never cooked before. No one taught you anything. You just jumped in the well , with nothing but a recipe and a list of ingredients.
Sounds easy , right?
But hereâs the twist: the recipe book youâre following doesnât tell you how much salt to add.
It just says â âAdd according to taste.â
Now thatâs where it gets tricky.
Because you don't know how much salt is perfect?
The funny thing is: dishes with the perfect amount of salt donât taste salty â they just taste... right. Balanced. Delicious. Like they were always meant to be that way.
That's the taste of "just enough to be perfect."
Confused? Wondering why a game dev is suddenly talking about cooking?
Yeah, I get it. It does sound a little off-topic at first.
But hear me out. I truly believe:
Game devs COOK better. â Selfish Dev
Letâs go back to that cooking scenario I mentionedâ
Same setup, just a few tweaks.
You're still the cook... but now, you're a game developer in disguise.
You're not cooking a dish â you're crafting an indie game.
Your recipe book? Those are the tutorials all over the internet.
And the salt?
That âadd according to tasteâ ingredient?
Thatâs screen shake.
So how much salt your game needs
Turns out, the recipe book wasnât wrong after all.
Just like in cooking, the right amount of screen shake in your game comes down to one thing:
Taste.
The taste of the developer... and the taste of the player.
But taste isnât the only factor. Thereâs another key ingredient that affects how much screen shake you should use:
Game Genre
Letâs break it down.
Example 1: A Cozy Puzzle Game
Think calm, soothing vibes. The words simple and cozy tell us the experience should feel relaxing â like a mental massage.
So naturally, screen shake here should be either minimal or nonexistent. Too much, and youâll shake the zen right out of the player.
Example 2: A Combat Game
Combat games? Oh, theyâre screen shake addicts â and they should be. Without that juicy feedback, they feel flat and lifeless.
Why?
Because combat games are full of impact-heavy events. And screen shake exists to sell that impact.
Letâs be clear:
Itâs not the genre that demands more screen shake â
Itâs the intensity of the moments within that genre.
What Deserves the Shake?
Here are a few heavy-hitters that should absolutely shake the screen:
Delivering or receiving critical damage
A huge door unlocking in a dungeon crawl
Triggering a massive explosion
Smashing a shield or barrier with a heavy weapon
A boss making a dramatic entrance
These moments need screen shake to feel satisfying.
Now, there are also lighter impact moments that can use a smaller dose:
Taking or giving regular damage
Collecting a major item
Stomping on an enemy in a platformer
Solving a puzzle with some dramatic animation
But What About Player Taste?
Hereâs the twist â everyoneâs taste is different. Some love the rumble. Others get dizzy just watching it.
So what's the solution?
Let the player decide.
Add a screen shake slider and a simple on/off toggle in the settings menu.
Itâs easy to implement and shows you respect the player's experience.
Plus:
- Players love customization.
- You avoid the âtoo muchâ vs ânot enoughâ debate entirely.
Outro
If you enjoyed what I just cooked up and served (this article, not literal food... yet), then make sure to follow me and subscribe to my YouTube channel đ Selfish Dev
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