Game Feel PromptsPack $9

Level Up Part 1

Six level up 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  Light Pillar
Drop an 84px pixel light beam on the hero; flash white, then narrow out.
Full prompt (free sample)
Add this game-feel effect to my 2D game: Level Up — Light Pillar.

Reference scene (context only — map it onto my own characters and sizes):
A pixel-art hero stands at night above an XP bar. The level-up is the event at t=0. The hero is 12×13 art pixels drawn at 7px (84×91px). All sizes are screen px at that scale, so scale them to your sprite size. XP bar: 314×16px, 3px #1A1014 outline, #2A1D1A track, #5BE3B0 fill, dividers every 20%. Its top is 10px below the ground and its left end 74px left of the hero's center. A 'LV n' pixel label (#FFF6D8) sits 40px left of the bar, and n goes up by one at each level-up. Cycle (seconds after t=0): the bar stays full until 0.2s, then empties by 0.28s. Five mint XP orbs (16px squares) arc in from the right to the hero's chest, 48px above the ground. Each flight takes 0.3s and they land at 0.35, 0.5, 0.65, 0.8 and 0.95s. Each orb adds 20% over 0.05s, so the bar is full again at 1.0s.

The effect:
On level-up (t=0), drop a vertical beam of light on the hero from the top of the view down to the ground, for 0.6s. With q = t/0.6: the width is w = 84·easeOutCubic(q/0.12) for q < 0.12, so it opens in about 0.07s, and then 84·(1 − easeInCubic((q − 0.12)/0.88)) as it narrows to nothing. Here easeOutCubic(k) = 1 − (1 − k)³ and easeInCubic(k) = k³. Draw 3 nested columns centered on the hero, with edges snapped to 6px: an outer column w wide in #FFC24B at 32% opacity, a middle column 0.6·w wide in #FFF6D8 at 75%, and a white core 0.24·w wide (at least 6px). Add a #FFC24B 45% glow oval at the feet, with radius 0.9·w by 10px. Draw all of this behind the hero. Flash the hero white: overlay a white silhouette at 80% opacity that fades to 0 over 0.16s. In front of the hero, send up 7 square motes. Mote j starts at 0.035·j s and lives 0.35s. Its x is the hero's center plus a random offset within ±0.55·w, and it rises from 20px to 170px above the ground (easeOutCubic). Motes are 9px (even j) or 6px (odd j), gold when j is a multiple of 3 and cream otherwise, with opacity 1 − progress. Everything is gone by 0.6s.

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  Rising Banner
Pop 'LEVEL UP!' letter by letter with overshoot; rise 16px, then fade.

Full prompt in the pack

3  Spiral Sparks
Two strands of pixel sparks spiral up the hero, behind and in front.

Full prompt in the pack

4  Bar Flash
Flash the XP bar white, overfill 24px, sweep a shine across, then reset.

Full prompt in the pack

5  Stat Popups
Stack '+2 ATK', '+5 HP', '+1 DEF' popups 0.09s apart; rise and fade.

Full prompt in the pack

6  Shockwave Hop
Hop the hero 26px, glow gold, and blast a pixel ring out to 124px.

Full prompt in the pack

Get all 60 full prompts — $9 More sets