Spielerando

Let stamina run out, force a real rest, and recover only after a pause

Swinging, rolling and running all drain stamina. If the bar refills at once, it is no limit; if empty means stuck for ages, it is a punishment. This entry shows the delay before refilling, the exhausted state, and the exact moment each of them ends.

Why this works

A limit only counts if running out changes what you can do. Letting the last swing through avoids the feeling of being cheated, a forced rest makes spending a decision, and a pause before recovery stops tiny gaps from being milked.

When not to use it

Skip it in fast, forgiving action games and for players who need an easy mode, where running dry feels like a punishment for playing. A simple cooldown on single moves gives the same pacing with less frustration.

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
  • 28 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Let stamina run out, force a real rest, and recover only after a pause" (read_entry combat-stamina-exhaustion-lockout) 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