Devlog 21 - Fire Deaths and Better Hit Timing
Summary
This update was about hit effects, animation timing, and making attacks feel clearer in-game.
I also worked on one of the more fun animations so far: Jack's fire death.
What changed?
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Continued exploring hit VFX.
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Tested a more cartoony impact direction, with comic-style hit effects.
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Started thinking about how much visual impact is too much.
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The exaggerated VFX are fun, but the game can get busy fast when many enemies are on screen.
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Worked on making punch animations easier to tell apart.
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The jab and hook were too similar, so I started separating their timing and poses more clearly.
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Added Jack's fire death animation.
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Continued updating the animation progress table.
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Reviewed how many layers and frames are already involved in a single Jack animation file.
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Changed the frame duration rules for attack animations:
- fast attacks: 5 frames
- medium attacks: 8 frames
- strong attacks: 12 frames
- special attacks: 18 frames
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Started backfilling older attack animations to match the new timing rules.
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I am thinking about improving the game's itch.io page as another place to show development progress.
What I'm unsure about?
- The comic-style hit effects are fun, but I need to be careful not to overload the screen.
- I am also thinking about whether Jackstrap needs a stronger public page outside the main website.
Open questions
- How much impact VFX can the game use before it becomes too visually noisy?
- Should the itch.io page become another main public showcase for the game?
- How different should each punch feel in timing and silhouette?
Next steps
- Fix collider bugs.
- Fix animation player parameters.
- Add the newly renamed animations into the game.
- Upload a private test build.
- Add anticipation frames for all attacks.
- Check the length of each attack.
- Continue updating attack frame durations:
- fast: 5 frames
- medium: 8 frames
- strong: 12 frames
- special: 18 frames
Media




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