Spielerando

A burst of sparks on a hit that goes the right way and grows with the damage

Random sparks in every direction look like noise, sparks that all fly the same way look like a hose, and a fixed number is dull for both a poke and a finisher. Here is how to aim a cone, space the pieces evenly and scale the count without overloading a slow phone.

Why this works

Sparks tell the eye where the contact happened and how hard. Sending them back along the surface that was struck, evenly spread over a fan, reads as a real bounce, and the number and speed scale with the force so big hits look big.

When not to use it

Do not add sparks where many hits land at once or on weak devices; they hide the action and slow the game. Use a single flash or a small ring on the target, and keep the number of sparks in total under a fixed limit.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 33 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "A burst of sparks on a hit that goes the right way and grows with the damage" (read_entry hit-spark-burst-away-from-attacker) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP