A ritual that must be held to the end: interruptions should hurt, not erase everything
When a spell needs the player to keep going for a while, an interruption that resets to zero feels cruel and one that costs nothing feels pointless. Here is how to forgive a short flinch, make a long break expensive and still allow a second try.
Why this works
A task that needs concentration should forgive a flinch but not a long walk away. A short grace period before progress drains, and a drain faster than the build, means interruptions cost something real without wiping out all the work.
When not to use it
Do not use it where holding a button is hard or tiring for the player, or where lag could cause interruptions. Give a version that needs only a single press to start, and let the ritual run on its own.
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
- 19 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 "A ritual that must be held to the end: interruptions should hurt, not erase everything" (read_entry narr-ritual-channel-grace-decay) 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