Freeze the game for a moment on a hit, then slow down, without stalling the menu
A short freeze on impact and a slow-motion finish make hits feel heavy. The trap is that effects meant to end after a certain time never end while time is stopped, or the freeze eats into the slow part. Here is a clean way to clock all of it.
Why this works
The pause is for the player's eye, not for the world, so it must be timed by the player's clock. If the world's own clock were used, a stopped world could never count down to restart. Spending the real time on the freeze first and the slowdown next keeps both honest.
When not to use it
Don't use it in games played over a network or against the clock, where one player stopping time would stall or cheat the others, or for hits that happen many times a second. Use a small flash or a shake that doesn't touch time.
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
- 29 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 "Freeze the game for a moment on a hit, then slow down, without stalling the menu" (read_entry hit-freeze-and-slow-motion-without-breaking-timers) 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