
Bite-Sized challenge to train your C#
I hope you like theses little exercises 😇

I hope you like theses little exercises 😇
Feel Craft 2.4.0 is here, and this might be the biggest step forward for the tool since 2.0
Thanks to everyone who trusted me as an early adopter. Your support is literally what allows me to keep improving Feel Craft week after week.
Feel Craft, what is it?
It’s a tool that has saved tons of time by replacing the hundreds of small, repetitive, time-consuming tasks required to implement Game Feel with customizable and reusable blocks. You can iterate faster, experiment more and, most importantly, save your time and momentum to actually finish your game.
What’s new in this version?
Feel Craft 2.4.0 comes with new animation layers and new animatable components to turn your players’ experience from a simple “meh” into a big “WOW”!
To see the full list of currently supported layers and components, I invite you to check out the Feel Craft page!
And because I want you to feel confident giving it a shot...
1: I’ve been actively developing this tool since June 2025. It’s a passion project, and every purchase allows me to invest a little more of my time into it.
2: Not sure how to achieve the result you’re looking for? Reach out to me. I’ll be genuinely happy to help you figure it out!
3: The tool doesn’t live up to its promises and we can’t find a solution to your problem? You got the tool less than 30 days ago? I’ll give you a refund.
Don’t let your project die just because development has become overwhelming. If Feel Craft saves you even 2–3 hours on your project, it has already paid for itself. And with the refund policy, there is absolutely no risk for you!
The current price is $15, but it won't stay there.
As explained in the Early Adopter Benefits section, the price of Feel Craft increases as I add new features to the tool.
From the Asset Store, purchase before Unity approves my latest submission, to lock in the $15 price and get the 2.4.0 update for free. Unity's review usually takes 3-4 days, so if you've been considering Feel Craft, now is probably the best time to grab it.
From itch.io, take advantage of the 7 days Grace Period Sale and join the early adopters crew before the price goes up to $25!
Thanks for reading !
Hello there,
I do have a youtube channel where I publish some tutorials about game feel. Basically, I train myself to juice up things and when I'm happy with a result, I turn this exercise into a tutorial.
I would love to collaborate with a 2D artist over there to replace theses crappy AI generated visuals I use for training with some real art. I'ld love even more if you also have a youtube channel and want to team up for one or multiples videos.
For this tutorial, I'm looking for theses assets :
- one static monster with 2 poses : idle / damaged
- three environement layers : background - ground - foreground
One image worth 1000 words, so this is the Original Post to have a better understanding of the work to be done.
Thanks for reading <3
Lately, I've felt the desire to share more of what I've learned. And I must say, teaching is a skill that's much harder to develop than I expected...
While experimenting with ways to make learning funnier, I came up with that series idea. Funny challenges with code setup as a story, delivering jokes or even edgy context 😅
Challenge yourself and keep sharp, at any level.
May you have any feedbacks, I'ld love to ear them :)
Training myself to juice up random things. I've done that floating text and have mixed feeling about it. On one side, I feel something is missing. On the other, I'm like it's fine to keep it simple.
Any advice is much appreciated. Thanks.
P.S : still fighting for gif to not be chunky, in unity the animation is smoother.
Hey there,
I made this tool few years ago, it's small XP system for unity that can handle :
- XP based leveling (ex : rpg characters)
- Time based leveling (ex : plants for cozy farms games)
It can also save multiples experiences tracks, so you can easily create multiples professions.
I wanted to share it with the community, so it's free until Tomorrow at 9:00 PM
If you find it usefull, any support, as small as a review, is greatly appreciated <3
Everyone wants a game that feels satisfying. Few realize that "Game Feel" often means hundreds of small repetitive and time consuming tasks.
Feel Craft gives you reusable building blocks for the details that make games feel great. You can iterate faster, experiment more, and keep your momentum to actually finish your game.
https://assetstore.unity.com/packages/tools/animation/feel-craft-instant-game-feel-322410
Second exercise of the series is out, planning to publish one each week. Hope you like it !
Hey there,
So, I'm experimenting with that "code review" format and wanted to check out if there is any interest for it.
Ability to read code, spot and find bugs is a very important skill for all devs, both as sole developer and as team member. It can help you level up your skills as junior or keep sharp as more advanced.
Thanks for feedbacks :)
Your resources bars don't tell the player anything? Today, we’re building a professional resource bar that reacts instantly : it moves, it flashes, and it provides real visual feedback that will make your game feel alive and convey real informations to the player.
Thanks for watching :)
I never thought balancing a scoring system could be this difficult.
In my complete innoncence, I figured giving one point per brick would be more than enough. After all, every part of the level would be worth the same amount of points. It's also incredibly simple to implement. From there, it's up to you to launch your balls well and squeeze out as many points as possible...
I was so wrong...
Idle games don't have that many player actions to begin with, so if your score only goes up one point at a time, it quickly becomes boring. Even worse, because my game is competitive, it's almost impossible to come back once you're behind. You can tell who's going to win way too early. No comeback. No suspense. You just clench your butt and wait for the match to end.
Clearly, that wasn't working.
To make things more exciting and keep the outcome less predictable, I started looking for a way to give bricks a wider range of point values. I wanted to keep the system simple and make it fit naturally with the game's pixel art aesthetic, so now each brick is worth points based on its color.
Colors are stored as four RGBA channels ranging from 0 to 255. The score is simply the sum of the first three channels.
White = 255 + 255 + 255 = 765
Black = 0 + 0 + 0 = 0
I made one exception for black so it's still worth 1 point. Ideally though, I just wouldn't use pure black in my levels. That means every brick is worth somewhere between 1 and 765 points.
The result feels so much better, both visually and emotionally. But the comeback problem isn't completely solved yet. Around halfway through a match, one player still tends to pull ahead. I'm hoping that adding random power-ups next will help keep games unpredictable until the very end.
Another issue with the previous version came from the level design itself. Pixel art makes for beautiful levels, but it also creates very few tunnels where balls can get trapped and bounce around in long chains. Personally, that's one of the most satisfying things to watch in a Breakout game.
So I added a power meter that fills up as your ball destroys bricks. Once it's full, it activates a temporary ability that lets the ball pass straight through bricks. This naturally creates new tunnels, kicks the action back into high gear, and adds another layer of unpredictability since your opponent can take advantage of those tunnels too!
Now I'm still debating one thing: should this power activate automatically, or should players decide when to use it ?