Game Feel PromptsPack $9

Hit Feedback Part 1

Six hit feedback 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  Screen Shake
On hit, shake the camera 10px for 0.25s with a fast decay.
Full prompt (free sample)
Add this game-feel effect to my 2D game: Hit Feedback — Screen Shake.

Reference scene (context only — map it onto my own characters and sizes):
A side-view 2D scene. Art is pixel art: the hero is 12×13 art pixels drawn at 7px (about 84×91px on screen). 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 event. A small swordsman (left) faces an orange slime (right, 16×12 art pixels, standing about 160px to his right) and hits it once per second, contact at t = 0. Sword angle (0° = straight up, positive = forward): from t = −0.14 to 0 it swings fast from −40° to 100° (easeInCubic, k³), follows through to 112° by t = 0.06 (easeOutCubic, 1−(1−k)³), returns to 25° by t = 0.45 (easeInOutCubic), then winds back up to −40° by t = 0.86 (easeOutCubic). The hero leans 10px forward at contact and settles back. A faint cream (#ffe2a8) arc trail follows the blade during the fast swing and fades within 0.1s after contact. The slime breathes: its height scales ±3.5% on a 1s sine. The effect below is the only extra feedback on each hit.

The effect:
On each hit, shake the camera (offset the whole scene, not the UI). Amplitude a(t) = 10px × (1 − t/0.26)² for 0 ≤ t ≤ 0.26s, then 0. Offset x = a·sin(102·t + φ) and y = 0.8·a·cos(138·t + 1 + φ), where φ is a new random phase (0–6 rad) for every hit so no two shakes look identical. The squared falloff makes the first frames hit hard and the tail die quickly; do not use a linear fade. Keep the offset in whole pixels if your game is pixel-perfect. If a new hit lands while a shake is running, restart the shake from full amplitude rather than adding them together.

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  Hit Stop
Freeze both fighters for 0.12s on contact, then resume.

Full prompt in the pack

3  White Flash
Fill the enemy sprite pure white for 3 frames on hit.

Full prompt in the pack

4  Damage Numbers
Pop a pixel damage number over the enemy; it rises and fades.

Full prompt in the pack

5  Spark Burst
Burst 12 hot pixel sparks from the contact point, with gravity.

Full prompt in the pack

6  Squash & Stretch
Squash the enemy 138% wide, 62% tall on hit, then spring back.

Full prompt in the pack

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