Let a held button buy again and again, faster the longer it is held
Tapping an upgrade fifty times is tiring, but holding the button can buy way too fast or, on a slow frame, skip purchases. A good hold starts with a pause, then speeds up in steps. Here is how to compute how many purchases belong to each frame so that the result is the same on every phone.
Why this works
Holding should feel the same on every device, so the moments of purchase belong to the clock, not to the screen. A pause at the start protects the single tap, and the gradual speed-up lets the player feel the momentum without losing control.
When not to use it
Do not auto-repeat when a purchase is costly, permanent or hard to undo. One slip of the finger then wastes a lot. For those, ask for each purchase on its own, or offer a clear amount to buy at once.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 18 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 "Let a held button buy again and again, faster the longer it is held" (read_entry idle-hold-to-buy-with-accelerating-repeat) 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