I created this setup in an attempt to replicate what I normally achieve using 3dsmax PFlow, so this setup has the following characteristics:
-Random gravity based on noise pattern (Desney like style).
-At hit trigger, so every time a particle collide you can apply sth in my case I introduced some chaos to the velocity direction and speed.
-Glittery color also base on noise pattern so it looks more natural, you can control the speed and variation.
-Path follow force, well you can use another simple technique where particles are emitted of an animated object on a path.
-Redshift render was used with a proper material that reads glitter points' color.