Let a boss retry start at the phase already reached, with a fair reward cut
Dying in the last phase of a long fight and starting over from nothing makes players quit. Letting them restart exactly there, for free, makes the fight a formality. Here is a middle way that respects both the time spent and the challenge.
Why this works
Players tolerate failing, but not doing the same work twice. Letting a retry keep the stage already won, and charging for the tries through the reward instead, respects their effort and still gives the win a price.
When not to use it
Do not use it when the fight is one test of mastery from start to end, as in an arcade game where the whole run is the score. There a retry should start from the very beginning.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 27 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let a boss retry start at the phase already reached, with a fair reward cut" (read_entry boss-retry-keeps-cleared-phases-and-trims-reward) 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