Spielerando

A short freeze on impact that gives hits weight but never locks the game

A tiny freeze when a hit lands makes it feel heavy. Built carelessly it never ends, doubles when hits come close together, or ruins the timing of everything else. Here is how long it should last, how several are combined, and how the freeze itself is counted.

Why this works

A tiny stop at the moment of contact tells the brain that something solid was hit. Because the stop is measured on a clock the freeze cannot slow, it always ends, and taking the longer request instead of adding keeps it from stacking into a hang.

When not to use it

Avoid it in games that depend on exact timing across hits, such as rhythm or fighting games at high level, where a stop shifts the beat. Skip it for ranged, rapid-fire weapons, where it would stutter the whole game.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 19 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 "A short freeze on impact that gives hits weight but never locks the game" (read_entry hit-pause-that-never-sticks) 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