Damage Direction Indicator
A red arc around the player pointing at where the hit came from — pain with a compass.
Examples
Captured from this page's own interactive demo below.
Overview
A damage direction indicator answers the question every player asks the instant they take a hit: 'from WHERE?'. A red arc flashes on a ring around the player (or screen center), rotated toward the damage source, then fades out over about a second.
The math is a bearing: the angle from the player to the attacker, converted into the player's view space — in a top-down game that's one atan2, in first-person it's the angle relative to the camera's forward. The indicator must track that bearing while visible; an arc that stays put while the player spins is worse than none.
Pair the arc with a directional flinch — nudge the player or camera a few pixels AWAY from the source — and the hit gains physicality on top of information. Stack multiple indicators for multiple attackers; their arrangement instantly communicates 'surrounded'.
Interactive Demo
the arc points at the shooter · press Hit repeatedly to get surrounded
Use Cases
Best Practices
Do
- ✓Rotate the indicator toward the source every frame it's visible — it must survive the player turning.
- ✓Show one indicator per source and let them stack; three arcs at once IS the information.
- ✓Add a small flinch away from the hit so the direction is felt in the body, not just seen on the HUD.
Don't
- ✕Don't fade out too fast — players need time to react; under half a second the arc is subliminal.
- ✕Don't use it for damage the player initiated or can see; reserve it for off-screen and behind-the-back hits.
- ✕Don't make the arc so wide it stops being directional — beyond ~120° it just says 'ouch, somewhere'.
Common Mistakes
- ⚠Computing the angle in world space and forgetting the camera rotation, so the arc points the wrong way in first person.
- ⚠The indicator anchored to the screen edge with linear coordinates instead of a ring, so diagonals look wrong.
- ⚠One shared indicator re-used for every hit, teleporting mid-fade when a second attacker fires.
Implementation
Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.
Add the "Damage Direction Indicator" game-feel effect to my project: A red arc around the player pointing at where the hit came from — pain with a compass.
How it works: A damage direction indicator answers the question every player asks the instant they take a hit: 'from WHERE?'. A red arc flashes on a ring around the player (or screen center), rotated toward the damage source, then fades out over about a second.
Guidelines:
- Rotate the indicator toward the source every frame it's visible — it must survive the player turning.
- Show one indicator per source and let them stack; three arcs at once IS the information.
- Add a small flinch away from the hit so the direction is felt in the body, not just seen on the HUD.
Avoid:
- Don't fade out too fast — players need time to react; under half a second the arc is subliminal.
- Don't use it for damage the player initiated or can see; reserve it for off-screen and behind-the-back hits.
- Don't make the arc so wide it stops being directional — beyond ~120° it just says 'ouch, somewhere'.
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
- Game Feel — Steve Swink (book)
- GDC: Juice It or Lose It — Martin Jonasson & Petri Purho
Related Effects
Flick
Flashing the hit object itself white (or a color) for a few frames — also known as hit flash.
Screen Flash
A brief full-screen (or local) flash of color to punctuate a big moment.
Delayed Health Bar
A ghost segment that lingers after damage, showing exactly how much a hit took.
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