Spielerando

Speed up enemy attacks on harder levels without making them impossible to dodge

Making enemies faster by scaling every time in their attack shrinks the warning too, until a hit comes with no chance to react. Here is how to keep a warning a human can read while the rest of the attack gets as fierce as you like.

Why this works

Difficulty should test the player's skill, not the limits of the human body. A warning shorter than what a person can react to is not hard but unfair, so keep the cue readable and squeeze the parts the player does not need to see.

When not to use it

Do not use it when the attack is meant to be a surprise or a reflex test, or when you target players who need more time. Then slow everything down and offer a setting that lengthens the warning.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 20 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 "Speed up enemy attacks on harder levels without making them impossible to dodge" (read_entry enemy-attack-warning-with-a-fair-reaction-floor) in my game. Build it step by step, and show me how you checked that it works.

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