Picking up a second power-up should build on the first, not cut the bonus off at once
Collectible boosts in runners and arcade puzzles either restart, add up without limit or end in a single moment and feel harsh. Here is a staircase that grows with pickups and steps down one level at a time, with exact timings.
Why this works
A boost that fades in steps reads clearly and forgives. Stacking a level for each pickup and shedding one level at a time lets the player see the help shrink and plan around it, instead of losing everything to a hidden timer.
When not to use it
Skip it when a power-up is meant to be a sharp, short moment, such as a one-shot shield or a single big hit. Levels and fading add reading work for something that should simply be on or off.
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
- 18 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 "Picking up a second power-up should build on the first, not cut the bonus off at once" (read_entry puzzle-powerup-level-decays-stepwise) 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