Loot Magnet
Coins accelerating into the player from a radius — pickups that come to you feel like being rich.
Examples
Captured from this page's own interactive demo below.
Overview
A loot magnet pulls nearby pickups toward the player automatically: anything inside the magnet radius detaches from the ground and homes in, accelerating as it approaches, until it lands with a little ping and a counter tick. The player stops steering pixel-perfectly over every coin and starts vacuuming through the level.
The acceleration curve is the feel: pickups should start slow — almost reluctant — and arrive fast. An ease-in homing (speed grows as distance shrinks) makes the final snap into the player deeply satisfying; constant-speed pickups feel like paperwork.
Because pickups chase a MOVING player, home toward the current position every frame instead of tweening to a snapshot. Combined with a per-pickup pitch-rising collect sound and a counter that ticks per item, a string of pickups becomes a little slot-machine payout.
Interactive Demo
coins inside the radius accelerate in · sound on
Use Cases
Best Practices
Do
- ✓Accelerate the pull as pickups get closer — the final snap into the player is where the pleasure lives.
- ✓Home toward the player's CURRENT position each frame; a tween to a stale position misses a moving player.
- ✓Raise the collect sound's pitch slightly with each rapid pickup — a payout melody for vacuuming a cluster.
Don't
- ✕Don't make the radius so large that pickups never exist as objects in the world — flying loot IS the reward display.
- ✕Don't pull quest items or choices, only auto-collect currency; magnets must never make decisions for the player.
- ✕Don't let magnetized pickups collide with walls — once magnetized they're cosmetic, fly them straight.
Common Mistakes
- ⚠Linear constant-speed homing that feels like paperwork instead of an accelerating snap.
- ⚠Pickups tweening to where the player WAS when magnetization started, visibly missing them at speed.
- ⚠The pickup counter incrementing on magnetization instead of arrival, so the payout feels disconnected from the visual.
Implementation
Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.
Add the "Loot Magnet" game-feel effect to my project: Coins accelerating into the player from a radius — pickups that come to you feel like being rich.
How it works: A loot magnet pulls nearby pickups toward the player automatically: anything inside the magnet radius detaches from the ground and homes in, accelerating as it approaches, until it lands with a little ping and a counter tick. The player stops steering pixel-perfectly over every coin and starts vacuuming through the level.
Guidelines:
- Accelerate the pull as pickups get closer — the final snap into the player is where the pleasure lives.
- Home toward the player's CURRENT position each frame; a tween to a stale position misses a moving player.
- Raise the collect sound's pitch slightly with each rapid pickup — a payout melody for vacuuming a cluster.
Avoid:
- Don't make the radius so large that pickups never exist as objects in the world — flying loot IS the reward display.
- Don't pull quest items or choices, only auto-collect currency; magnets must never make decisions for the player.
- Don't let magnetized pickups collide with walls — once magnetized they're cosmetic, fly them straight.
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
- GDC: Juice It or Lose It — Martin Jonasson & Petri Purho
- Game Feel — Steve Swink (book)
Related Effects
Easing (Slow In / Slow Out)
Accelerating into and decelerating out of motion instead of moving at constant speed.
Score Ticker
Rolling a score up to its new value instead of snapping, so gains feel earned.
Floating Numbers
Damage/heal numbers that pop up and float away from the point of impact.
Comments
…