Enemies that stagger after enough hits, but cannot be stunned forever
A hit reaction every time makes tough enemies silly, and none at all makes attacks feel weightless. A hidden resilience meter that fills with hits and drains when left alone solves the first; a short immunity after the stagger solves endless lock-in. Here are the numbers.
Why this works
Players want effort to be rewarded without being able to trap an enemy for good. A meter that fills with hits and then empties on its own, plus a short safe time after each stagger, gives a payoff for good play and a clear end to it.
When not to use it
Do not add the meter when every enemy should die in a hit or two, or when the fight is about dodging, not trading blows. Use plain health, or a single big opening that follows a clearly telegraphed move.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 38 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 "Enemies that stagger after enough hits, but cannot be stunned forever" (read_entry poise-bar-stagger-without-stunlock) 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