A dodge with safe frames, where only a well-timed one earns a reward
If the whole dodge is safe, everything counts as a perfect dodge and the reward means nothing. If the safe time is too short, the dodge feels broken. Here is how to split the dodge into safe and perfect parts, and stop one attack from paying twice.
Why this works
A skill reward needs a clear line between luck and timing. A short, learnable early part of the safe time that earns a bonus teaches players to react late, not early, and paying once per attack stops one wide move from giving a pile of prizes.
When not to use it
Avoid it when the game is meant to be forgiving, for a young or casual audience, or when the player has no clear sign of when a hit will land. Then give a roomy safe time with no bonus, and show the attack's timing first.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 25 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 dodge with safe frames, where only a well-timed one earns a reward" (read_entry dodge-window-and-perfect-dodge-reward) 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