Energy that would be lost on a full bar can wait in a reserve and flow back
Casual players hate watching the bar waste its refill while they are at work. A small reserve behind the bar can catch the overflow and top the bar up when room appears. Here is the exact flow and what is still lost.
Why this works
Waste is felt as loss, even if it is only time that went unused. Catching what would overflow in a second place, and letting it flow back after a spend, softens that loss without making the main number harder to read.
When not to use it
Skip it if the point of the game is that you must use your energy or lose it, such as a daily rhythm you want players to keep. A reserve lets them stay away longer; use a plain bar and say clearly when it is full.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 19 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 "Energy that would be lost on a full bar can wait in a reserve and flow back" (read_entry puzzle-overflow-bank-two-tier-energy) 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