Flinch (many legs, hurt)
The hurt of the game cycles for many legs: every leg ducks low and spreads, the claws pull in and the eyes shut, back to standing in 0.4 seconds, for a game to play the instant the character takes damage.

Use it in a cartoonOpen it in the block editorThe pack file (JSON)
What it is for
Flinch (many legs, hurt) is the hurt of the nine game cycles, written for the many set: ducking low on spread legs with the claws pulled in and the eyes shut, the same short, 0.4-second reaction every body in the game cycles shares, with every leg, named or numbered up to 16, ducking together.
The principle it shows: slow in and slow out
The duck snaps in fast, 0.08 seconds, then eases back to normal over four times as long, 0.32 seconds, the same asymmetry every reaction in the game cycles uses. All sixteen possible legs move together in that single snap, so the timing alone, not a different pose for each leg, is what has to carry the flinch.
The program, line by line
settings: h = 540, leg = 0.1
when it starts
look surprised
glide back left leg 10, back right leg 10, front left leg 10, front right leg 10, leg #4 10, leg #5 10, leg #6 10, leg #7 10, leg #8 10, leg #9 10, leg #10 10, leg #11 10, leg #12 10, leg #13 10, leg #14 10, leg #15 10, left shin 0, right shin 0, dy (0.01*h), left arm 7, right arm -7, left arm lift (0.016*h), right arm lift (0.016*h), blink 1 over 0.08 s (out)
glide back left leg 0, back right leg 0, front left leg 0, front right leg 0, leg #4 0, leg #5 0, leg #6 0, leg #7 0, leg #8 0, leg #9 0, leg #10 0, leg #11 0, leg #12 0, leg #13 0, leg #14 0, leg #15 0, left shin 0, right shin 0, dy 0, left arm 0, right arm 0, left arm lift (0.03*h), right arm lift (0.03*h), blink 0 over 0.32 s (smooth)
look normallook surprised— the face changes to its surprised expression for the whole move.glide (every leg) 10, left shin 0, right shin 0, dy (0.01*h), left arm 7, right arm -7, left arm lift (0.016*h), right arm lift (0.016*h), blink 1 over 0.08 s (out)— every leg ducks and spreads together, the body lifts a little, the claws pull in and the eyes shut, all in a sudden snap.glide (every leg) 0, dy 0, left arm 0, right arm 0, left arm lift (0.03*h), right arm lift (0.03*h), blink 0 over 0.32 s (smooth)— everything eases back to neutral, the eyes open again.look normal— the face returns to normal.
Try this
Take 0.3 seconds to flinch back instead of 0.08. The recoil becomes a slow cower rather than a sudden snap.
In the program:
ramp · over0.08→0.3Pull the left claw in 20 degrees instead of 7. The claw tucks much tighter against the body as the character flinches.
In the program:
ramp · to.part:arm:-17→20
How it differs from Flinch (hurt) and Cheer (many legs, win)
Flinch (hurt) is the same reaction for the upright set, bending two legs rather than every leg a many-legged body has. Cheer (many legs, win) is the opposite reaction on the same body, claws snapping up rather than pulling in.
Works on
| Body | Moves? | What moves |
|---|---|---|
| 2 legs (a person) | yes | whole body, body, arms |
| 4 legs (a dog) | yes | whole body, front legs, back legs |
| no legs (the monster with no legs) | yes | whole body, arms |