Hold the swing for a moment on impact, but never let hits lock the game
A tiny pause when an axe bites into wood or a club hits a beast makes every blow feel heavy. But with fast attacks or many hits the pauses can add up until the game seems stuck. Here is a way to keep the punch and cap the total.
Why this works
A tiny freeze at contact tells the brain that something solid was struck. But a pause is a cost the player pays in waiting, so it needs a limit that refills slowly, with only the two bodies involved stopping while the world carries on.
When not to use it
Skip it in games built on smooth flow, such as rhythm or racing, where a stop breaks the beat, and in online matches where players must stay in step. Show impact with a flash, sound or small shake.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 27 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Hold the swing for a moment on impact, but never let hits lock the game" (read_entry hit-stop-pauses-the-swing-with-a-budget) 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