Make weapons wear down, break gently and cost something to repair
Durability that deletes a favorite sword is cruel, and durability that never matters is pointless. The numbers must be whole, the broken state must be recoverable, and repair needs a price that grows without punishing normal play. Here is a setup that works.
Why this works
Wear works as a slow, fair cost only if loss is gradual and recoverable. A broken item that stays in the bag keeps the player's attachment alive, and a repair price based on damage keeps normal play from feeling punished.
When not to use it
Do not add wear in short games, puzzle games or those where gear is tied to story and identity. It then adds upkeep without meaning. Let items last, and spend the player's attention on bigger decisions.
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
- 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 "Make weapons wear down, break gently and cost something to repair" (read_entry durability-wear-break-and-repair) 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