Run a power-up timer that stacks with a limit and warns before it ends
A second pickup of the same boost should not waste the first or make it last all day, and the warning before the boost runs out should flash faster as the end nears, on any screen. Here is a timer that adds up, caps and ends exactly once.
Why this works
A bonus that vanishes without notice feels like a theft. Showing that the end is near, and faster the closer it gets, lets the player use the last moments well. Capping how much can be stored keeps the reward from taking over the game.
When not to use it
Do not use it when the bonus should last until something happens, such as a shield that breaks on a hit, or when blinking would hide an important item. Show a fill bar or a counter instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 25 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 "Run a power-up timer that stacks with a limit and warns before it ends" (read_entry power-up-timer-stacking-and-expiry-warning) 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