Weakness Debuff: A weakness debuff on a character: light drains out of the body and down into a dark pool at the feet while grey chevrons sink beside it and the aura dims on every tick.

Weakness Debuff

A weakness debuff on a character: light drains out of the body and down into a dark pool at the feet while grey chevrons sink beside it and the aura dims on every tick. Loops seamlessly.

Weakness Debuff is an HD effect that loops seamlessly every 2.4 seconds, drawn on a 320 by 320 canvas. It is built from 11 particle emitters. Most layers blend additively, so it glows on dark backgrounds.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 72 frames at 30 fps. Use it in commercial games, no credit needed.

Licence: use it in any project, including paid commercial games such as a game sold on Steam. There is no per-project licence to buy and no credit needed. Terms.

Roblox: the download is a flipbook for a ParticleEmitter. Set FlipbookLayout to Grid8x8, FlipbookMode to OneShot and Lifetime to 2.4, then emit one particle per cycle. Roblox setup.

REMIX WITH AI

Try:

Left empty, it just opens in the agent, free. Each change is one AI build, and you start with free builds.

Engine data for Unity, Godot, GameMaker and Aseprite comes with a plan: open it in the studio.

OPEN IN THE STUDIO

Change the colours, timing or size, or export for Unity, Godot 4, GameMaker, Phaser, PixiJS and Aseprite.

Try variations: new colours, motion and shapes of this effect, free in the studio.

FRAME BY FRAME

8 evenly spaced moments across the 2.4 s loop.

Weakness Debuff at 8 moments, from 0 s to 2.1 s

HOW IT'S MADE

Weakness Debuff stacks 11 particle emitters, each with its own job. Techniques worth a look: sub-emitters set off by other particles, collisions, particles stretched along their motion and post filters (bloom and vignette).

It loops seamlessly every 2.4 s, and 4 of its layers fire in bursts, so it pulses instead of flowing evenly. Start times are staggered from 0 s to 0.5 s, so the layers arrive one after another. To change its colour, select "Dim Aura" in the studio and edit Colour A and Colour B. Size on the same layer sets how big its particles are. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. Drain PoolparticlesA single long-lived particle that stays for the whole loop.
  2. Pool Rim, Dim Auraparticles / additiveA single long-lived particle that stays for the whole loop.
  3. Draining Lightparticles / additiveA steady stream of streaks across a box. They set off "Sink Ripples" on impact, fall under gravity and vanish when they hit something. Colour runs from white to violet over each life.
  4. Sink Ripplesparticles / additiveImage sprites set off by "Draining Light". They grow as they age. Colour: violet.
  5. Sinking Chevrons Left, Sinking Chevrons Rightparticles / additiveA single particle every 0.8 s. Colour runs from white to violet over each life.
  6. Drain Tickparticles / additiveA single particle every 0.8 s. Colour runs from pale violet to violet over each life.
  7. Pool Pulseparticles / additiveA single particle every 0.8 s. It grows as it ages. Colour: pale violet.
  8. Heavy Motesparticles / additiveA steady stream of soft glows across a box. Colour: violet.
  9. Ash HazeparticlesA steady stream of smoke puffs along a line. They grow as they age and slow down with drag. Colour: deep violet.

DETAILS

Length
2.4 seconds, seamless loop
Canvas
320 x 320, HD
Layers
11 emitters
Blend
Mostly additive (glows)
Colours
violetpale violetwhitedeep violet
Sprites
Kenney Particle Pack by Kenney (CC0), ParticleFX Status by ParticleFX Studio (CC0)
Tags
weakness, weakened, enfeeble, drain, strength down, debuff, loop

USING IT IN YOUR GAME

Phaser, PixiJS
The PNG sheet is a plain grid of frames that both can slice. A TexturePacker JSON atlas comes with a plan, from the studio.
Unity
Import the PNG sheet as a Sprite with Mode set to Multiple and slice it, or open the effect in the studio for a ready-made grid.
Godot 4, GameMaker, Aseprite
Open it in the studio and pick your engine in Export: with a plan, it writes the files that engine imports.
Web and chat
The GIF plays anywhere; the APNG keeps soft edges on any background.
Blend mode
This effect is made of light. For the same glow in your game, draw the sprite with additive blending, or export it on black from the studio for additive shaders.

Step by step: Unity, Godot 4, Roblox, GameMaker, Phaser and PixiJS, Aseprite, Web games (live runtime). Drawn with additive blending: see glow effects without a black box.

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