Scares planned a minute apart arrived ten seconds apart for one tester
If two scares come too close together, the second one is wasted and the player just feels hassled. This entry shows how to measure the real gap each tester got, and why the clock on the wall gives a false picture the moment someone opens a menu.
Why this works
A scare needs room to settle and for dread to rebuild. That room is time spent playing, not time on the clock, because pauses and menus do not calm anyone. Counting only play time shows who really got two scares too close together.
When not to use it
Close scares are right for a chase, a finale or comedy built on pile-ups. Don't spread those apart. Also, the gap is only fair if all testers go the same way; a shortcut can ruin it for one route only.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 24 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Scares planned a minute apart arrived ten seconds apart for one tester" (read_entry scare-spacing-in-play-time) 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