← Journey

Chapter 05: Juice

Everything Alive,
Nothing Screaming

Game designers have a word for the satisfying feedback that makes interactions feel alive: juice. The wobble of a button. The burst of particles on completion. The way a checkbox doesn't just toggle — it settles.

The question isn't whether to add juice. It's how much. A settings toggle and a course completion shouldn't feel the same. The intensity should be proportional to the moment.

You're going to press the same button seven times. Each time, the feedback intensity changes. Feel the difference — then decide where each level belongs.