{"schemaVersion":1,"record":{"key":"mechanic/game-mechanics--gm-player-damage-feedback","type":"mechanic","id":"game-mechanics--gm-player-damage-feedback","lang":"en","title":"Player damage feedback","summary":"A hit changes the image, sound or interface. The player immediately recognizes damage and can seek cover.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-player-damage-feedback/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-player-damage-feedback.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-player-damage-feedback.md","aliases":["Damage feedback"],"tags":["Game design techniques","Combat","Health","Damage"],"sourceIds":["source-c46a845264481e46","source-493be7c50e8b9eb4","source-22e1dfb33807452d","source-3de79ab643999c6e"],"sources":[{"id":"source-c46a845264481e46","title":"Game Mechanics: Player damage feedback","url":"https://gamemechanics.org/patterns/player-damage-feedback","verifiedAt":null},{"id":"source-493be7c50e8b9eb4","title":"Return to Castle Wolfenstein (2001)","url":"https://gamemechanics.org/patterns/player-damage-feedback/game/return-to-castle-wolfenstein","verifiedAt":null},{"id":"source-22e1dfb33807452d","title":"Call of Duty (2003)","url":"https://gamemechanics.org/patterns/player-damage-feedback/game/call-of-duty","verifiedAt":null},{"id":"source-3de79ab643999c6e","title":"Condemned: Criminal Origins (2006)","url":"https://gamemechanics.org/patterns/player-damage-feedback/game/condemned-criminal-origins","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Visuals, audio or interface cues communicate a hit to the player."},{"id":"variants","title":"Variants","body":"### How the technique works\n\n<a id=\"gm-player-damage-feedback-rule\"></a>\n\n- Visuals, audio or interface cues communicate a hit to the player. <a id=\"gm-player-damage-feedback-definition\"></a>"},{"id":"context","title":"Context and limits","body":"All 199 Game Mechanics entries at the check date: player actions, systems, presentation techniques and contested patterns. Entries are grouped by their first source-card category; all categories appear in their descriptions. Definitions use original wording. References link to game-specific galleries; images and videos remain at the source."}],"relations":[],"placements":[{"catalogId":"game-mechanics","id":"gm-player-damage-feedback","title":"Game design techniques","url":"https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-player-damage-feedback","categoryIds":["gm-category-combat","gm-category-health","gm-category-damage"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Damage feedback","description":"A hit changes the image, sound or interface. The player immediately recognizes damage and can seek cover.","image":{"src":"images/mechanics/combat-player-damage-feedback.webp","width":600,"height":478,"game":"Return to Castle Wolfenstein (2001)","sourceUrl":"https://gamemechanics.org/patterns/player-damage-feedback","originalUrl":"https://cdn.gamemechanics.org/webm/rtcw_damage.webm","sourceFrameSeconds":0.23,"credit":"Gray Matter Interactive / id Software; frame from clip via GameMechanics.org","rights":"Game imagery © its respective rights holders. Source host: GameMechanics.org. All rights reserved; excluded from the portal’s MIT and CC BY 4.0 licenses.","caption":"A red flash signals a hit","alt":"An enemy shot tints the first-person view red in Return to Castle Wolfenstein.","markers":[{"x":24,"y":20,"label":"Red tint: a hit signal"},{"x":55,"y":39,"label":"The enemy remains visible through the effect"}]},"tips":["Keep the signal brief and readable during combat.","Preserve visibility and provide a reduced-flash setting."],"examples":[{"title":"Return to Castle Wolfenstein (2001)","url":"https://gamemechanics.org/patterns/player-damage-feedback"}]}},"endsAt":null,"provenance":"Editorial reference index based on the 199 public Game Mechanics pattern pages checked on 2026-10-20. Original concise RU/EN definitions by gamemechanics.pro; pattern names, category associations and game-reference URLs retained from gamemechanics.org. The source gallery includes a film analogy. Linked materials retain their original rights; references are upstream attributions, not independent verification.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/game-mechanics"}}