Spielerando

Make enemies tilt back from a hit, heavier ones less, without folding flat

A little recoil makes a hit feel solid. But a heavy ogre should not wobble like a bush, and a fast flurry of hits must not push an enemy through the ground. Here is how to scale the reaction by weight and keep a pile-up of hits believable.

Why this works

A heavier body moves less for the same push, but recovers at the same pace, so weight shows in how far it leans, not how long. Adding pushes instead of setting the pose lets hits overlap smoothly, and a soft limit stops the pile-up.

When not to use it

Skip it for enemies that are meant to feel unmoved or for fights where precise timing matters, such as a boss whose attack windows must stay readable. Let a flash or a sound show the hit, and keep the body still.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 23 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 "Make enemies tilt back from a hit, heavier ones less, without folding flat" (read_entry enemy-leans-back-from-hits-without-lying-flat) 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