Spikes that kill when they should, not when they merely touch the picture
Dying to a spike you clearly missed is the fastest way to make a player angry. Dying while standing safely on top of it is just as bad. Here is how to shrink the deadly zone of a hazard and of the character without making the game feel loose.
Why this works
Players judge danger by what they see and forgive near misses, but not unfair deaths. Using smaller zones than the pictures for the deadly test, while keeping full size for standing, means a close call feels like skill and a death feels earned.
When not to use it
Wrong in games that sell themselves on being brutal and exact, where players want the picture to be the truth. It is also the wrong fix when the real problem is unclear art; make the danger look like what it does.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 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 "Spikes that kill when they should, not when they merely touch the picture" (read_entry forgiving-hazard-hitboxes) 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