Let a big enemy shrug off weak hits while winding up a heavy blow
If every tap interrupts a giant's swing, it is a toy; if nothing does, fights become a race to avoid. A threshold that adds up the pressure gives light weapons a use and makes heavy ones feel heavy. This entry shows the counting and when to forget it.
Why this works
Weight should be felt in what the enemy does, not only in its health. Letting small hits pile up toward a limit means chip damage still has a use, while a strong blow still breaks through at once, and each swing starts fresh.
When not to use it
Skip it for small or fast enemies, and for a first boss meant to teach the basics. Being interrupted by any hit is clearer there; save the stubborn kind for later fights where the player has learned heavier tools.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 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 "Let a big enemy shrug off weak hits while winding up a heavy blow" (read_entry heavy-enemy-ignores-light-hits-mid-attack) 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