A power gauge that fills from matches should not refill itself during the bonus
Match games often have a gauge that fills with good play, fades when you stop, and triggers a short bonus when full. The bonus must not restart itself, and the fade must not begin the moment you pause. Here are the stages and timings.
Why this works
A bonus feels earned only if it cannot feed itself. Letting the meter fill from play, fade when play stops, and drain on its own while it pays out keeps every bonus a result of what the player did, not of one lucky chain of moves.
When not to use it
Skip it in a calm, thinking game where speed is not the point, since a meter that fades under a pause punishes careful players. There, reward good moves with a fixed bonus per move, and let the meter stay where it is.
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
- 22 lines of example code with 3 checks that pass
- How your AI shows you that it works
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Use the Spielerando entry "A power gauge that fills from matches should not refill itself during the bonus" (read_entry puzzle-fever-gauge-fill-decay-burn) 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