The gap
Every action game rebuilds the same feedback effects, and quick versions fight each other: shake overwrites the camera offset, hit-stop leaves the time scale stuck, tweens on scale break when the game scales the node too.
Game dev tools
Make every hit land in Godot 4: drop-in nodes for trauma camera shake (2D and 3D), hit-stop, squash and stretch, hit flash, knockback and damage numbers, all fired by one impact() call.
Coming soon
Not published on its store yet, so there is no buy or download link. PN Scripts does not take payment for it here.
The gap
Every action game rebuilds the same feedback effects, and quick versions fight each other: shake overwrites the camera offset, hit-stop leaves the time scale stuck, tweens on scale break when the game scales the node too.
What it is
Wallop gives each effect its own small node that layers on top of game code, restores what it changed, and can be driven with fixed steps, plus one facade node that fires them all from a single call.
How you use it
Hits feel heavier in minutes, and the effects stay out of the way of your own camera, time and scale code.
A focused, tested set of game feel nodes for Godot 4 developers who want impact effects that behave predictably, without a large framework.
Use it when
Built for
Add trauma on impact and the camera shakes by trauma to the power of 2 (configurable), with offsets and roll from seeded noise, then settles exactly back. Hit-stop drops the time scale for a few hundredths of a second of real time; when two hits overlap the freeze extends and uses the lower scale, and the scale you had before, slow motion included, comes back at the end.
Squash and stretch run on a spring with configurable stiffness and damping, overshoot a little and return, keeping the area in 2D or the volume in 3D. Flash holds a colour and fades, through a shader on CanvasItems or an overlay material on meshes. Knockback slows exponentially and travels exactly the distance you ask for; character bodies stop at walls.
Numbers are spawned on a CanvasLayer from a Vector2 or Vector3 world position, so they stay sharp and readable whatever the camera does. They pop, rise, arc and fade, crits are larger and coloured, labels are pooled, and hits on the same key within a short window add up into one number.
WallopFeel.impact(target, strength, from, value, crit) adds trauma, freezes, and triggers the flash, squash and knockback nodes under the target. Every node has step(delta) for fixed-step driving and tests, keeps running during hit-stop on real time, and follows the recording clock in Movie Maker mode so recorded clips match live play.
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| Platform or runtime | Supported versions | Tested up to |
|---|---|---|
| Godot Engine | 4.7 or newer | 4.7.1 |
It is finished and tested. It is not on sale yet; this page will say where to get it when it is.
Coming soon
Not published on its store yet, so there is no buy or download link. PN Scripts does not take payment for it here.