A jump scare fires right after loading, or two scares come back to back
Scares lose their power when they come in clumps, and they feel cheap when the player has barely reloaded. This entry checks a scare timeline for crowding, and gives the earliest moment a new scare may fire.
Why this works
A scare only works if the player has had time to relax first. A rule for quiet time after loading and between big scares protects the pacing, and delaying instead of dropping a scare keeps the story beat intact.
When not to use it
Wrong for games built on constant dread or fast action, where scares are meant to crowd together, and for scenes where the timing is the whole joke. Then pace by hand and test the real flow with players.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 39 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 "A jump scare fires right after loading, or two scares come back to back" (read_entry jump-scare-too-soon-after-load) 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