Check that the story's countdown can be met and still creates pressure
The story says the base explodes in a few minutes, but the quickest possible route already takes longer, or the timer is so generous nobody ever feels it. Here is how your AI measures both ends across every route and gives a verdict you can read at a glance.
Why this works
A countdown works when it presses a normal player without being impossible for a perfect one. That means measuring two things: the quickest possible way and the way most people actually take. They are often different roads, so one number cannot stand in for the other.
When not to use it
Skip it when the clock is not meant to be fair, such as a scripted escape where failing is part of the story, or a game where players can pause and plan freely. Use hand-tuned timing and playtests there instead of sums.
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
- 33 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 "Check that the story's countdown can be met and still creates pressure" (read_entry countdown-versus-fastest-route) 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