How often do players die to a hit that only just touched them?
When many deaths come from the very edge of a danger, players blame the game, not themselves. This entry shows how to measure that edge, and how to compare it with the near misses to judge whether your danger zones are too generous.
Why this works
Players judge danger by what they see, so a hit that only grazes the picture feels like cheating. Comparing grazing hits with grazing misses shows whether the danger reaches farther than it looks.
When not to use it
Skip it in games with forgiving, generous hit areas on purpose, or where danger is clearly bigger than its picture, like a glowing blast. Make sure the visible effect matches the real one instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 34 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 "How often do players die to a hit that only just touched them?" (read_entry deaths-by-a-barely-touching-hit) 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