Stop endless combos by letting the stun shrink with every hit
If every hit stuns an enemy for the same time, a patient player can chain hits forever and the enemy never gets to move. Here is how to make each follow-up hit buy less time, let the target break free at the end, and keep the count honest after a pause.
Why this works
A chain of hits stays fun only if the victim has a way out. Each hit gives less helplessness than the last, and the final hit frees the victim for a short while, so the attacker has to be quick and clever while the defender always gets a turn.
When not to use it
Do not use it in a game where long combos are the main joy and skill, as in many fighting games, or where enemies are weak fodder. Use a hard cap on hits, or a meter that drains, so players still feel rewarded.
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
- 26 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 "Stop endless combos by letting the stun shrink with every hit" (read_entry hitstun-shrinks-with-each-hit-in-a-combo) 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