Spielerando

How many deaths happen while the player cannot do anything?

Being juggled by an enemy until the health bar is empty is the most hated way to die. This entry explains how to measure those helpless stretches properly, including the brief moments of control that do not really count.

Why this works

Dying while you cannot act is the least fair way to lose. Two moments of helplessness with only a blink of control between them are really one long lock, so they are joined before measuring how long the player was stuck.

When not to use it

Do not apply it to games where being stunned is the core tension, such as heavy brawlers. There, aim for a way out, like a break or brief protection, rather than removing the stuns themselves.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 27 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 "How many deaths happen while the player cannot do anything?" (read_entry deaths-in-a-chain-of-hits-without-control) 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