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If you check the "simple example" object in the project, there's a line:

bktglitch_set_intensity(0.025 + bounceIntensity);

If you switch bounceIntensity to a variable that calculates how close you are to the enemy, you should be able to get that effect! I haven't tested it, but that should work.

Perfect.  Works brilliantly.  Many thanks for taking the time to reply.

Glad to hear it and happy to help!