Game Feel PromptsPack $9

Health Bar Part 1

Six health bar 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  Delayed Chip
Drop HP at once; a pale chip lingers 0.25s, then drains in 0.3s.
Full prompt (free sample)
Add this game-feel effect to my 2D game: Health Bar — Delayed Chip.

Reference scene (context only — map it onto my own characters and sizes):
Side-view pixel-art scene on a dusk background. A small swordsman hits a slime once every 1.0s; the sword connects at t = 0 of each cycle. The sword winds up from 0.45s to 0.86s and swings down (ease-in cubic) to land on the next hit. The hero is 12×13 art pixels drawn at about 7px each (≈86×94px), the slime 16×12 (≈115×86px); sizes are screen px at that scale, so scale them to your sprites. An enemy HP bar, 200×22px, sits above the slime with an 18px gap, framed in 6px of #1A1014 over a #3A2629 track. HP drops 1.00 → 0.75 → 0.50 → 0.25 → 0 over four hits. On the 4th hit the slime flashes white, squashes for 0.09s and vanishes in a puff of 10 pixel squares; a new slime drops in at 0.55–0.68s and the bar refills 0 → 1 from 0.6s to 0.9s (easeOutCubic(x) = 1 − (1 − x)³).

The effect:
Implement a delayed-damage chip on the HP bar. Track two values: hp (the real health) and chip (a trailing value). On a hit at t = 0, set hp to the new value immediately. Keep chip at the old value for 0.25s, then animate chip from the old value to the new value from 0.25s to 0.55s using easeOutCubic(x) = 1 − (1 − x)³. Draw order inside the track: first the chip segment, from hp to chip, in pale yellow #FFF3B0; then the main fill, from 0 to hp, in mint #5BE3B0 on top of it. Both segments are 22px tall, their widths snapped to whole 2px steps for a crisp pixel look, with a 5px band of white at 38% opacity along the top edge and a 5px band of black at 22% along the bottom edge. When the enemy is defeated and the bar refills, skip the chip: draw only the main fill as it grows back. Reset: once chip equals hp the segment has zero width, so the next hit can start the same sequence again. If a new hit arrives while the chip is still draining, restart the 0.25s hold from the chip's current value.

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  Bar Shake
On damage, shake the HP bar 8px side to side, fading in 0.3s.

Full prompt in the pack

3  Flash White
Flash the bar white for 2 frames; the lost slice fades in 0.15s.

Full prompt in the pack

4  Smooth Drain
Ease the bar from old to new HP over 0.45s with a cubic ease-out.

Full prompt in the pack

5  Segmented
Split HP into 8 blocks; lost blocks pop off, spin and fall.

Full prompt in the pack

6  Color Shift
Tint the bar green, yellow, red by HP; pulse 3x/s below 30%.

Full prompt in the pack

Get all 60 full prompts — $9 More sets