Blog.

Making Combat Feel Better One Hit at a Time

LvL3Dev
LvL3Dev

This week was all about juice: the small reactions that make play feel less like state changes and more like a physical card game.

We added springy feedback across the hand scene using a shared damped oscillator system. Score counters now roll, pulse, lift, and wobble when values change. Cards react when they score. Score labels pop out in timed beats. Relics get their own visible scoring moments instead of firing silently.

Enemy damage also feels heavier now. When a hand lands, the enemy card recoils, squashes, flashes, and shakes its HP badge. Played-card tooltips now total up Damage and Mult in the play area, giving players a clearer read before they resolve.

We also polished enemy callouts, hover motion, focus transitions, staggered card resolves, and sound hooks for common actions like draw, select, drop, resolve, scoring, and dialogue.

None of these changes are huge alone. Together, they make the game easier to read and more satisfying to touch.