Slow time after a perfectly timed dodge, and keep the timer honest
A last-moment dodge that slows the world is a great reward, until the effect lasts three times too long, or can be triggered again and again. The trouble is which clock the effect runs on. This entry shows how to count, how to judge perfect, and how to space the reward.
Why this works
A reward measured in seconds must be measured in real seconds. If the slow-down also slowed its own clock, the bonus would stretch and the waiting time before the next one would feel random. Only the world slows, never the player's patience.
When not to use it
Skip it in competitive play with other people, where slowing time for one player is unfair, and in games already full of slow-downs. There, reward a perfect dodge with a short burst of speed or damage instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 29 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 "Slow time after a perfectly timed dodge, and keep the timer honest" (read_entry perfect-dodge-slow-motion-timing) 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