Spielerando

Give the hero a short break after a hit, but not from everything

Touching a spike field drains your hearts in one second, but a single blink of protection after every hit lets players walk through lasers. Hurt feedback has to protect without making the hero unbeatable. This entry shows two timers and why one is not enough.

Why this works

Protection after a hit is there so the player can react, but a danger that keeps touching should still keep its teeth. One short shared pause gives time to move, and a separate wait per danger stops any single one from draining everything.

When not to use it

Do not add hit protection in games built around one-hit mistakes, or where being hit is rare and meant to hurt. There it only dulls the danger. Let each hit count, and make fights shorter instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 30 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Give the hero a short break after a hit, but not from everything" (read_entry damage-immunity-per-source) 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