What 'Juice it or Lose it' Teaches Us About Game Feel
A breakdown of Martin Jonasson and Petri Purho's seminal talk - what juice actually means, why each layer matters, and how to apply it to your own games.
25 April 2026
In 2012, Martin Jonasson and Petri Purho stood on stage at the Nordic Game Indie Night and did something deceptively simple: they took a boring block-breaking game and made it feel incredible. Not by adding new mechanics - just by layering juice.
What is juice?
Juice is the layer of feedback and animation that sits on top of your mechanics. It is not the game - it is the feeling of playing the game. A ball that bounces with a squash-and-stretch animation, a particle burst when it hits a block, a tiny screenshake, a satisfying sound - none of these change what the game is, but they completely change how it feels.
The layers they added
The talk walks through roughly 20 individual tweaks, each building on the last. The key insight is that none of them are impressive in isolation - it is the accumulation that transforms the experience.
Screenshake alone feels cheap. Add particles and it feels better. Add a sound effect and it pops. Add slow-motion on impact and suddenly destroying a block feels amazing. The whole is far greater than the sum of its parts.
Applying it to your game
The practical takeaway is to pick your most common player action - the thing they do 100 times per minute - and juice it until it feels great. In a platformer that is the jump. In a shooter it is the shot. In a puzzle game it is the piece placement.
More is more. Add more juice. Then add more.
Start with sound - it is often the fastest win. A well-designed hit sound alone can make a mechanic feel satisfying. Then layer in animation, particles, and camera effects until you cannot stop smiling when you play it.
Related resource
Juice it or Lose it
Martin Jonasson and Petri Purho take a simple block-breaking game and iteratively add juice - particles, screenshake, sound, animations - showing exactly how each layer transforms the feel.
Related resources
The Art of Screenshake
Jan Willem Nijman's classic talk from INDIGO 2013 that popularised the term 'game juice'. Covers screenshake, slow-motion, particles, and why every indie game needs more of everything.
Game Feel - The Secret Sauce of Great Games
Jan Willem Nijman's legendary GDC talk on game feel. Covers screenshake, particles, sound, and dozens of small tweaks that make games feel great. Essential watching for any indie dev.