Six enemy defeat 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: Enemy Defeat — Pixel Dissolve. Reference scene (context only — map it onto my own characters and sizes): Side-view pixel-art scene on a dusk background. A swordsman stands on the left and swings his sword at an orange slime on the right once every 1.0s; the hit lands at t = 0 of each cycle. The art is pixel art: the hero is 12×13 art pixels drawn at 7px per art pixel (84×91px), the slime is 16×12 art pixels at 7px (112×84px), the sword is 3×13 art pixels at 7px. All sizes are screen px at that scale; scale them to your sprite size. The hero's left edge is 118px left of center, the slime's center is 76px right of center; the impact point is about 28px right of center and 40px above the ground. Swing timing: the sword goes back over 0.45–0.86s, swings down over 0.86–1.0s (easeInCubic) and hits at t = 0, leaving a faint cream #ffe2a8 swing arc for 0.1s. The slime breathes (height ±3.5%, 1s period). Each hit defeats the slime. A new slime pops in from 0.62s to 0.78s (height 0 → 100% with easeOutBack, width 60% → 100%, flashing white in the first 40%), so there is always a target for the next swing. The effect: On the defeat, flash the enemy white for 0.05s, then break it into its own art pixels (7×7px squares). …
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