Devlog 18 - Punch VFX and Game Feel
Summary
This was a smaller update focused on VFX, polish, and making Jack's attacks feel better.
The main question was simple: how do you make a punch feel powerful in a game where the player is not shooting projectiles?
What changed?
-
Started testing punch VFX ideas.
-
Explored how impact could travel forward from Jack without turning the attack into a projectile.
-
Watched punch and impact animation references, including "top 10 anime punches" type videos, to study:
- impact frames
- punch timing
- hit pauses
- repeated frames
- ways to make a single attack feel stronger
-
Started thinking more seriously about game feel and polish.
-
Ran into an animation timing issue when importing animations into the game:
- the animations play at the correct speed before import
- they play too slowly once imported
- this still needs investigation
What I'm unsure about?
- I still need to find the right balance between a melee attack and a forward impact effect.
- The attack should be able to hit multiple enemies, but it should not feel like Jack is firing a projectile.
- The animation import speed issue is not solved yet.
Open questions
- How much visual force should a punch create?
- How far forward should the impact travel?
- How can the hit effect stay readable when several enemies are hit at once?
- What is causing the animation timing mismatch after import?
Media



