Holding your breath while hiding must end in one gasp, not a dozen
Hiding from a monster by holding your breath is tense until the bar hits empty and the game spams gasps or lets you hold again at once. Here is how the breath runs out, how long the player stays winded, and why a longer pause matters.
Why this works
Hiding works as tension only when the limit is real and the cost of reaching it is felt. A single gasp at the limit, followed by a forced rest, means the player cannot trade safety for nothing by tapping the button near empty.
When not to use it
Avoid it where hiding should be a calm puzzle or where players may hold the controls only with difficulty, since a held button is tiring. Let a hiding spot be safe for as long as the player stays still, and put the danger elsewhere.
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
- 29 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 "Holding your breath while hiding must end in one gasp, not a dozen" (read_entry narr-hold-breath-hiding-gasp) 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