A hard landing hurts the legs and makes later jumps weaker
Survival games like lasting consequences: land badly and the legs suffer, so jumping gets worse until you rest. The tricky part is balance, because a harsh rule traps the player in a loop of injury, and a gentle one means nobody notices. Here are the leg rules with their thresholds and the way back.
Why this works
A single number can tell a whole story: how hurt the legs are. Letting it decide what a landing costs, how high the next jump goes and whether jumping works at all makes injury feel connected, and a floor keeps a limping player able to escape.
When not to use it
Wrong for fast action games where players fall often by design; being punished each time wears them down. It also upsets people when the cause is unclear. Show the injury plainly, or keep damage only for big falls.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 23 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 "A hard landing hurts the legs and makes later jumps weaker" (read_entry broken-leg-after-a-hard-landing) 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