Add a short freeze on a hit without a multi-hit move freezing for seconds
A tiny pause when a blow lands makes it feel heavy. But when a move hits five times or three enemies at once, the pauses pile up and the game seems to hang. This entry shows how to combine pauses and what should keep running during them.
Why this works
The pause is a cue to the eye, telling the player that the blow had weight. A cue only works while it is short and clear. Taking the longest pause instead of adding them keeps it a cue, however many things were hit at once.
When not to use it
Skip it in fast, floaty games where the flow of motion is the pleasure, or where players already complain about lag. A pause there feels like a hiccup. Use a small screen shake or a flash on the hit instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 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 "Add a short freeze on a hit without a multi-hit move freezing for seconds" (read_entry hit-stop-without-stacking-freezes) 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