Spielerando

A missed jump over a chasm should put you back somewhere safe

Falling off the edge of the world after a failed jump is part of exploring, but being put back on the very edge, on a crumbling stone or in lava is cruel. Here is how to remember a place that was truly safe, when it counts, and what to do when there is none.

Why this works

The place a player just left is often the worst one to return to, because it is next to the edge or about to give way. A spot where they stood calmly for a while, away from the drop, is one they can truly continue from.

When not to use it

Skip it in a game about precise runs, where a fall should send the player back to a fixed checkpoint or the start of the level. A rescue to a spot of their own choosing would soften the challenge you want.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 37 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "A missed jump over a chasm should put you back somewhere safe" (read_entry rescue-after-falling-into-the-void) 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