Turn the time a button is held into a weak, strong or perfect attack
Holding the attack button should reward patience, but players who hold too long should not get the best result, and those who let go at the right instant should feel clever. Here is how to cut the hold into steps, where the borders belong, and what happens at the extremes.
Why this works
Holding is a choice the player makes with their body, so the result must follow the time exactly and be easy to read on a bar. A narrow best moment rewards practice, and a mild penalty for waiting too long makes a mistake, not a disaster.
When not to use it
Skip it on touch screens or for players who cannot hold a button for long, and in games with many attacks per second. There a tap should stay the main attack; offer a toggle or a separate button for the strong one.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 24 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 "Turn the time a button is held into a weak, strong or perfect attack" (read_entry hold-to-charge-sweet-spot) 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