Slow a hero down by what they carry and suggest who should take the load
A hero who carries too much should feel it, in steps the player can read, not in a sudden stop at one exact weight. Small rounding errors in the weights can also tip the line. Here is a clear set of levels and a simple helper that moves something heavy to a friend with room.
Why this works
Weight only matters if the player feels it, and a few clear steps are easier to feel than a smooth slope. Exact sums keep the borders honest, and offering moves instead of making them leaves the choice with the player.
When not to use it
Wrong for a fast action game or a casual one, where managing weight is only a chore. Use a plain item limit, or none at all, and keep slowing-down rules for survival games where the burden is the point.
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
- 38 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 "Slow a hero down by what they carry and suggest who should take the load" (read_entry carry-weight-tiers-and-rebalance) 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