Enemy reactions feel either robotic or impossibly instant
A fixed reaction time looks mechanical, and a uniformly random one lets enemies sometimes answer before a person could. A delay with a hard minimum and a tail of slower answers feels alive. One input edge makes the formula blow up.
Why this works
People have a floor below which no one can react, and above it most answers come fast with a few slow ones. Copying that shape makes an enemy feel like a living opponent, and the floor keeps it beatable by a person.
When not to use it
Skip it when the enemy is meant to be a machine, a trap or a perfect shot, or when the reaction is a signal the player should read and learn. A fixed, readable delay is then better than a varied one. Telegraph it clearly.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 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 "Enemy reactions feel either robotic or impossibly instant" (read_entry enemy-reaction-delay-never-faster-than-a-human) 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