Game Feel PromptsPack $9

Explosion Part 1

Six explosion 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.

1  Fireball Bloom
Stack pixel circles that age white, yellow, orange, then to smoke.
Full prompt (free sample)
Add this game-feel effect to my 2D game: Explosion — Fireball Bloom.

Reference scene (context only — map it onto my own characters and sizes):
Side-view pixel-art scene on a night background. A swordsman idles on the left; a round black bomb sits on the ground 198px to his right and explodes once every 1.0s, 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 bomb is 12×11 art pixels at 6px (72×66px). All sizes are screen px at that scale; scale them to your sprite size. The explosion center is the bomb's center x, 34px above the ground. The bomb vanishes at t = 0; at 0.55s a new bomb falls from 180px above and lands at 0.68s with a small 16px hop. Its sparking fuse burns down from 0.68s; from 0.86s the bomb swells to 112% and blinks red at 14Hz. Most effects include a core pop: a pixel disc at the center, white then #FFC24B, shrinking from full radius to 40% in 0.09s.

The effect:
Build the explosion from 6 overlapping pixel discs (blobs). Draw each disc as horizontal rows snapped to a 6px grid so the edges are stair-stepped. Each blob has an offset from the explosion center (x, y), a full radius R and a start delay: (0, −4, 56px, 0s), (−34, −8, 40px, 0.02s), (32, −14, 42px, 0.035s), (−8, −40, 38px, 0.05s), (18, 10, 34px, 0.025s), (−24, 12, 30px, 0.04s); draw them in this order. Each blob lives 0.62s; let q = (t − delay)/0.62. Radius: R·easeOutCubic(q/0.25) for q < 0.25, then shrinking linearly to 0.75R at q = 1. It rises by 34·q³ px. Color by age: q < 0.1 white #FFFFFF; < 0.24 #FFF3B0; < 0.42 #FFC24B; < 0.6 #FF7A3D; after that smoke #5E4A4C. While q < 0.6, add a highlight disc of radius 0.6r, shifted up-left by 0.12r, one stage brighter (white, white, #FFF3B0, #FFC24B). Opacity is 1 until q = 0.75, then fades linearly to 0. easeOutCubic(x) = 1 − (1 − x)³. Reset: every blob is finished by 0.67s, so the next explosion starts clean.

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.
2  Shockwave Ring
Grow a pixel ring from 10 to 130px in 0.4s, thinning as it goes.

Full prompt in the pack

3  Flash & Shake
Flash the screen white for 2 frames, then shake 12px for 0.4s.

Full prompt in the pack

4  Debris
Throw 12 pixel chunks with gravity; each bounces once, then fades.

Full prompt in the pack

5  Smoke Puffs
Puff 7 gray pixel clouds that rise 70px, grow and fade over 0.8s.

Full prompt in the pack

6  Speed Lines
Burst 18 radial speed lines for 0.25s and leave a scorch mark.

Full prompt in the pack

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