Charge-Up
Visible power gathering — glow, converging particles, and a growing tremble before the release.
Examples
Captured from this page's own interactive demo below.
Overview
A charge-up telegraphs a held attack: while the button is down, energy visibly gathers — the character glows, particles spiral inward, the body trembles harder and harder — until the release dumps all that stored tension at once.
It works as anticipation stretched over player-controlled time. Every visual channel maps to the charge level: scale and glow grow with it, the shake amplitude ramps with it (ideally quadratically, so the last moments feel barely contained), and a distinct 'fully charged' tick tells the player the exact moment holding longer stops paying.
The inward direction of the particles matters: converging motion reads as gathering power, expanding motion reads as damage. It's the same particle system as an explosion, run in reverse — and the release then plays it forward.
Interactive Demo
press Charge
Use Cases
Best Practices
Do
- ✓Map every channel to charge level — glow, scale, particle rate, tremble — so progress is readable without a bar.
- ✓Ramp the tremble quadratically; linear shake feels mechanical, accelerating shake feels barely contained.
- ✓Mark full charge with a distinct pop (flash + sound), then hold a calm 'ready' state — endless escalation reads as broken.
Don't
- ✕Don't lock the player in place silently — either allow slow movement while charging or telegraph the trade-off clearly.
- ✕Don't make the release weaker than the wind-up promised; the burst must outspend the anticipation.
- ✕Don't shake the camera during the charge — tremble the character; save the camera for the release.
Common Mistakes
- ⚠Particles drifting outward during the charge, reading as taking damage instead of gathering power.
- ⚠No feedback at max charge, so players hold the button forever 'just in case'.
- ⚠Charge state not cancelable — getting hit or releasing early should refund control instantly.
Implementation
Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.
Add the "Charge-Up" game-feel effect to my project: Visible power gathering — glow, converging particles, and a growing tremble before the release.
How it works: A charge-up telegraphs a held attack: while the button is down, energy visibly gathers — the character glows, particles spiral inward, the body trembles harder and harder — until the release dumps all that stored tension at once.
Guidelines:
- Map every channel to charge level — glow, scale, particle rate, tremble — so progress is readable without a bar.
- Ramp the tremble quadratically; linear shake feels mechanical, accelerating shake feels barely contained.
- Mark full charge with a distinct pop (flash + sound), then hold a calm 'ready' state — endless escalation reads as broken.
Avoid:
- Don't lock the player in place silently — either allow slow movement while charging or telegraph the trade-off clearly.
- Don't make the release weaker than the wind-up promised; the burst must outspend the anticipation.
- Don't shake the camera during the charge — tremble the character; save the camera for the release.
Implement the effect in whatever engine/stack the project already uses and follow its existing code style. Wire it up where it makes sense.References
- The Illusion of Life: Disney Animation — anticipation principle (book)
- GDC: Juice It or Lose It — Martin Jonasson & Petri Purho
Related Effects
Anticipation
A wind-up in the opposite direction before an action, telegraphing what's coming.
Screen Flash
A brief full-screen (or local) flash of color to punctuate a big moment.
Punch Scale
Popping an object's scale up for an instant, then settling it back with a bounce.
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