Reviving a friend fails every time I step a little too far away
A revive that restarts the moment you leave the circle by a hair is frustrating, and one that never loses progress makes danger meaningless. The right amount of forgiveness depends on why you left. Here is how the circle, the pause and the loss on a hit fit together, and why the edge of the circle needs two different sizes.
Why this works
A helper who is almost there should not lose everything to a tiny step or a network hiccup. Two circles and a short grace period separate a real giving up from a slip, so the effort is kept while the danger of staying is still felt.
When not to use it
Do not be this forgiving in a hard, tense game where revives are meant to be a risky choice. There, let progress drop at once when the helper leaves, so each decision to step away costs something.
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
- 31 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 "Reviving a friend fails every time I step a little too far away" (read_entry coop-revive-progress-that-survives-small-slips) 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