Is dying too expensive? Measure the penalty in minutes of play, not in gold
A death that costs ten percent of your gold feels harsh to a rich player and meaningless to a poor one, and the walk back costs both the same time. This entry shows how to put every penalty on one scale and where the pain lands for each stage of the game.
Why this works
Players do not feel gold, repairs or walking as separate things; they feel lost time. Turning every penalty into minutes of work undone puts rich and poor, early and late, on the same scale, so you can compare them honestly.
When not to use it
Skip it in games built on permanent loss or hard risk, where the sting of losing a character is the point. There a minute count misses what matters, so judge it by how often players still dare to take risks.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 35 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 "Is dying too expensive? Measure the penalty in minutes of play, not in gold" (read_entry rpg-death-cost-in-minutes-of-progress) 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