Visual embellishments (VEs) are design elements that support information already conveyed by other means. In games, this concept is known as juiciness, and refers to the provision of redundant feedback in situations where a single player action triggers multiple non-functional reactions.
- Bounce animation (deformation)
- Bounce effects (particles)
- Scale based on velocity (lengthen in the direction)
- Angle based on direction
- Trail effect
- Hitstop (totally stop time when hit)
- Slowmotion (slow time when something important happening)
- Appear (Spawn) effects
- Destruction effects
- Movement acceleration (and deceleration)
- Color based on velocity
- Speed particles
- Damped harmonic oscillator: video
- Gost effect (dash, super fast movement)
- White splash hit effect
- Floating numbers when attribute value changed
- Knockback (when hit, or sooting strong weapon)
- Randomize bullets (or apply to your mechanic)
- Have a direction. Related to the character, impact, velocity video
- Everywhere
- Shake
- Smooth follow
- Smooth offset and zoom (focusing in the important elements)
- Changing value effects (particles, shake, ...)
- Number arriving to limit values effects (wiggle, shake, particles)
- Animate numbers (by increasing them one by one in a fast pace)
- GameOver, Level Clear, ... and other sequences
- Lighting: impact flash/blink
- Glow
- Vignete
- Texture shaders