diff --git a/Assets/Scenes/Main.unity b/Assets/Scenes/Main.unity
index fd86356937e5161ca6a3710ba75081e57044d560..d55b1096030bc1d0a2a6b402401763c276383050 100644
--- a/Assets/Scenes/Main.unity
+++ b/Assets/Scenes/Main.unity
@@ -1634,7 +1634,7 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   m_Material: {fileID: 0}
-  m_Color: {r: 1, g: 0, b: 0, a: 0}
+  m_Color: {r: 1, g: 1, b: 1, a: 0}
   m_RaycastTarget: 1
   m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
   m_Maskable: 1
diff --git a/Assets/Scripts/Player/PlayerHealth.cs b/Assets/Scripts/Player/PlayerHealth.cs
index 2838f95694843b5b1eeb7b33b716ed9c884e1828..d3c36505d5da70427a844ba37df31da2d5076e99 100644
--- a/Assets/Scripts/Player/PlayerHealth.cs
+++ b/Assets/Scripts/Player/PlayerHealth.cs
@@ -13,7 +13,8 @@ namespace Nightmare
         public Image damageImage;
         public AudioClip deathClip;
         public float flashSpeed = 5f;
-        public Color flashColour = new Color(1f, 0f, 0f, 0.1f);
+        public Color redColour = new Color(1f, 0f, 0f, 0.1f);
+        public Color greenColour = new Color(0f, 1f, 0f, 0.1f);
 
         Animator anim;
         AudioSource playerAudio;
@@ -21,6 +22,7 @@ namespace Nightmare
         PlayerShooting playerShooting;
         bool isDead;
         bool damaged;
+        int damageAmount = 0;
 
         // Cheat No Damage
         public bool isCheatNoDamage = false;
@@ -54,7 +56,14 @@ namespace Nightmare
             if (damaged)
             {
                 // ... set the colour of the damageImage to the flash colour.
-                damageImage.color = flashColour;
+                if (damageAmount > 0) // Take Damage
+                {
+                    damageImage.color = redColour;
+                }
+                else if (damageAmount < 0) // Restore Health
+                {
+                    damageImage.color = greenColour;
+                }
             }
             // Otherwise...
             else
@@ -76,6 +85,9 @@ namespace Nightmare
             // Set the damaged flag so the screen will flash.
             damaged = true;
 
+            // Set damage amount to get the right color effect
+            damageAmount = amount;
+
             // Reduce the current health by the damage amount.
             currentHealth -= amount;