After a fatal fall, put the player back on safe ground, not at the edge
Respawning at the spot of the last jump sends the player straight back into the pit, the enemy or the crumbling floor that killed them. Here is how to remember the right spots while they play, and how to pick one that is actually safe when they fall.
Why this works
After a failure the player wants to try again, not to fail again at once. Remembering places where they stood calmly, away from edges and enemies, gives a restart that is fair and close to where they were without putting them back in the same trouble.
When not to use it
Wrong for games with a fixed save point or a strict run, where going back to the start is the price of failure. Then tell the player clearly, and use checkpoints, not hidden recording, so they know where they will land.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 28 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 "After a fatal fall, put the player back on safe ground, not at the edge" (read_entry respawn-on-last-safe-ground) 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