A phone call or a swipe away should not burn the clock of a timed level
Timed puzzles go wrong on phones: someone calls, the app sleeps, and the player returns to a lost level, or the app is killed and the clock is lost altogether. Here is a stopwatch that counts only real play and survives a crash.
Why this works
A timed challenge should measure the player's play, not the phone's life. Counting only the stretches when the game is in front, and settling at the last sign of life after a crash, keeps a call or a swipe from costing anything.
When not to use it
Skip it in a game where the clock is meant to be real, such as a daily puzzle shared by everyone or a live race. Pausing there is unfair to others; end the round at a fixed moment and say so openly.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 26 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 phone call or a swipe away should not burn the clock of a timed level" (read_entry puzzle-level-timer-foreground-only) 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