Six taking damage effects on the same scene. Copy any short prompt for free, and open full prompt 1 to see how detailed they are. Full prompts 2–6 are in the pack.
Add this game-feel effect to my 2D game: Taking Damage — Knockback. Reference scene (context only — map it onto my own characters and sizes): Side-view pixel art on a dusk ground. The hero is 12×13 art pixels drawn at 7px (84×91px); all sizes are screen px at that scale, so scale them to your sprite size. The hero stands on the left facing right; a slime (16×12 art pixels, 112×84px) rests 220px to its right. The scene repeats every 1.0s with the hit at t=0. From −0.4s to 0 the slime hops in (x linear, 52px arc, stretched 90% wide / 112% tall for the first 0.1s) and touches the hero at t=0, its center 92px right of the hero's center. From 0 to 0.35s it hops back home (easeOutCubic 1 − (1 − x)³, 34px arc, landing squash 112% / 88%), and from 0.5s to 0.6s it crouches to 114% / 86% before the next hop. Three hearts (7×7 art pixels at 5px, 35px, 44px apart) sit in the top-left HUD. Play the effect below on every hit. The effect: Add a knockback to the hero when the slime hits at t=0. From 0 to 0.3s, move the hero backward (away from the slime) by 56px × easeOutCubic(t/0.3), where easeOutCubic(x) = 1 − (1 − x)³. At the same time lift it on a small hop: height = 20px × sin(π × min(1, (t/0.3)/0.6)), so it peaks at 0.09s and is back on the ground at 0.18s. Tilt the sprite back 14° (top leaning away from the slime), pivoting at its feet, and ease the tilt to 0° with easeOutCubic over the same 0.3s. Hold at −56px until 0.5s, then walk back to the start with easeInOutCubic from 0.5s to 0.85s. From 0.12s to 0.45s, kick up 3 square dust puffs (#E8D2B4 at 70% opacity) just behind the hero's feet: they drift backward (up to 0, 18 and 36px) and rise 10 or 20px, shrinking from 18px to 4px and fading to 0. Draw the dust in front of the ground and the hero's shadow. The hero is back at its exact start position by 0.85s, so it can play again on the next hit. Make it a reusable effect with its numbers exposed as parameters, triggered by one call (for example on hit, on pickup or on landing). Use my engine's normal tools (tweens, timers, particles, shaders). If you don't know which engine I use, ask me first.
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