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AnimationIntermediate

Loot Magnet

Coins accelerating into the player from a radius — pickups that come to you feel like being rich.

animationpickuprewardfeedback

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

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coins inside the radius accelerate in · sound on

Magnet Radius100px
Pull Time450ms

Use Cases

Action roguelikesPlatformer coinsARPG lootIdle games

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

Implementation

Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.

Prompt
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

Related Effects

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