Six hit feedback 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: Hit Feedback — Knockback. 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. On frames where the effect says so, the enemy is also drawn pure white (same sprite shape filled #ffffff) for the first 0.05–0.07s. The effect: On hit, push the enemy away from the attacker horizontally. …
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