Six click reward effects on the same scene. Copy any short prompt for free, and peek at the start of full prompt 1 to see how detailed they are. The full prompts are in the pack.
Add this game-feel effect to my 2D game: Click Reward — Squash Tap. Reference scene (context only — map it onto my own characters and sizes): An idle / clicker game screen. Art is pixel art: the big coin is 16×16 art pixels drawn at 7px (112×112px on screen). All sizes below are screen pixels at that scale — scale them to your own sprite size. Times are seconds, t = 0 is the moment of the tap. The big gold coin (#FFC24B with lighter #fff3b0 rim highlights, darker #b07a1c shading, a #1a1014 outline and an engraved diamond in the middle) sits left of center on a dark warm panel (#2a1c14 → #170f0b) with a faint dot grid (3px gold dots every 32px at 6% opacity), a soft gold glow circle behind it (radius 80px, 12% opacity) and an oval shadow under it (104×16px, 35% black). It bobs 3px up and down once per second. Every second the player taps it: a white pixel arrow cursor (8×11 art pixels at 4px, dark outline) rests 16px up-right of the tap point, slides in over 0.25s (easeInCubic), presses at t = 0 (shrinks 12% for 0.06s) and moves back out over 0.1s (easeOutCubic). The tap point is 22px right of and 14px above the coin's center. Each tap earns gold; the amount changes every tap (12, 15, 9, 20, 12, 18, 10, 25, 14, 16, 11, 30, then repeats). Top-right HUD: a small coin icon and the total as a pixel number (3×5 pixel font, 5px cells, cream #fff6d8) that jumps to the new total at t = 0. The effect: On tap, squash the big coin around its center: vertical scale sy = 1 − 0.18·(1 − spring(t)) and horizontal scale sx = 2 − sy, so it starts at 118% wide and 82% tall. …
The rest of this prompt — exact sizes, easing, colors and particle counts — and full prompts 2–6 are in the pack.
Full prompt in the pack
Full prompt in the pack
Full prompt in the pack
Full prompt in the pack
Full prompt in the pack