Collect points with quick moves and spend them all on one big finisher
A thief builds up points with small stabs and cashes them in for a deadly strike. The idea is simple, but players lose points at odd moments, gain more than the limit without noticing, or spend points they no longer had. This entry covers the cap, the expiry and the cash-in.
Why this works
Saving up and then spending is a risk the player can feel: the longer you collect, the more you could lose. An expiry keeps the stored strength tied to the current fight, and fixing the count at the press keeps the choice honest.
When not to use it
Skip it for a game with fast, flowing combat where stopping to count would break the rhythm, or for new players who find two kinds of moves hard. A single attack chain that grows stronger by itself is easier.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 30 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 "Collect points with quick moves and spend them all on one big finisher" (read_entry combo-points-gathered-then-spent) 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