Spielerando

A crusher that kills only when you are really squeezed

Crushing blocks are fair when a player can see the danger. They turn cruel when a graze kills, when a single frame of overlap counts, or when jumping up into the gap gives a different result than standing in it. Here is the test that checks the squeeze and its duration.

Why this works

Being crushed means being stuck between two things with nowhere to go. Asking for all three signs together, too little room, pressure from both sides and a short moment of it, avoids deaths from a graze and from a single frame of overlap.

When not to use it

Wrong when a crusher is meant as a fast, certain killer, like in a horror chase; the grace time softens the threat. In that case make the warning loud and clear, and kill on contact.

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
  • 19 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 "A crusher that kills only when you are really squeezed" (read_entry crusher-squish-only-when-trapped) 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