Earn field-crafting charges by defeating enemies, without banking them forever
A shooter lets the player craft one heal for every five enemies defeated, up to three at once. Players soon stand at the start, bank twenty kills' worth and clear the final room with endless heals. This entry decides where progress stops when the stock is full.
Why this works
A reward that can be stored must be capped, and the count must stop where the stock does. Otherwise a hidden bank grows behind the visible limit and the cap is a lie. Keeping the count honest means the player earns in the fight, not by waiting at the start.
When not to use it
Do not tie healing to kills in a stealth or avoidance game, where doing well means defeating no one. Players would be pushed to fight. Tie the charge to progress or time instead, or to something the style rewards.
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 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Earn field-crafting charges by defeating enemies, without banking them forever" (read_entry kill-charges-for-field-crafting) 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