Make a scare weaker each time the player retries the same moment
A jump scare that hits at full strength on the fifth retry after a death stops frightening and starts annoying. Here is a way to remember how often each scare was seen, lower it step by step, and still give a second playthrough something fresh.
Why this works
A scare works through surprise, and a retry has none left. Letting it fade with each attempt, but never fully, respects a player who keeps trying while the moment still reads as frightening instead of becoming a nuisance.
When not to use it
Wrong when the scare carries a clue or a rule the player must notice, since a weaker version may be missed. Also wrong for players who chose a hard mode on purpose. Keep those scares full strength, or let the player switch the fading on.
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
- 17 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make a scare weaker each time the player retries the same moment" (read_entry jump-scare-softens-on-retries) 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