"Juice" is game-dev shorthand for taking an action that works fine with a single flat response and returning it through several exaggerated sensory channels instead — visual, sometimes audio. Press a button and, beyond just registering the press, it squashes slightly, flashes color, throws off a few particles, nudges the screen. None of it changes what the game does; together it's what makes an interaction feel good in the hand.
The trick is layering intensity, not picking one technique. A single scale punch (squash-and-stretch) alone already beats nothing, but stack a color flash, particles, sound, and a screen nudge on the exact same beat and the payoff compounds. Juice isn't really one technique's name — it's the habit of stacking several small ones at once.
Overdo it and it backfires: if every click shakes the screen and pops particles, the moments that actually matter — a crit, a death — get lost in the same noise as everything else. Save the heavy juice for rare, meaningful actions (a win, a level up, a crit) and keep frequent, minor ones (walking, a plain UI click) light.
When to use
Any interaction that should respond immediately to input — but scale the intensity inversely to how often it happens.