Which attacks hit players before they could have seen them coming?
Some deaths feel cheap because the warning was shorter than any human reaction. This entry shows how to find which attacks do that, including the ones that gave no warning at all, so you fix the right animation.
Why this works
A hit only feels fair if the player had a chance to see it coming. People need a fraction of a second to notice and answer, so an attack with a shorter warning, or none, punishes rather than teaches.
When not to use it
Leave it where surprise is the design, such as an ambush or a jump scare. There, keep it rare and make sure the player can recover, instead of trying to give every hit a warning.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 25 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Which attacks hit players before they could have seen them coming?" (read_entry attacks-too-fast-to-react-to) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP