Six combo counter 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: Combo Counter — Number Punch. Reference scene (context only — map it onto my own characters and sizes): A side view on a flat ground. Art is pixel art: the hero is 12×13 art pixels drawn at 7px (about 84×91px on screen), the slime 16×12 art pixels at 7px (112×84px). 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 hit. The hero stands on the left and swings a sword at the slime once per second. On every hit the slime squashes (22% wider and shorter, springing back) and flashes white for 0.06s — this part is the same in all six. The combo counter sits to the right of the slime: a 3×5 pixel-font number with 13px cells (65px tall), cream #fff6d8 with a dark #1a1014 outline, and the word COMBO under it (4px cells, gold #FFC24B). The combo goes up by 1 on every hit. The effect: On every hit, set the counter to the new number and scale it around its center: 100% → 150% in 0.05s (easeOutCubic, 1−(1−k)³), then back to 100% from 0.05s to 0.3s using s = 1 + 0.5·(1 − easeOutBack(k)) with c = 1.70158, so it dips just under 100% and settles. …
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