Spielerando

Add a slow-motion moment that ends on time and still lets the player react

A slow-motion effect that lasts two seconds can stretch to eight if its own timer runs slow too, and it feels bad if the player is slowed as much as the enemies. This entry shows which clock to use, how to ease out, and how much to slow whom.

Why this works

A promised length is about the player's own watch, not the game's slowed world. So the effect must be timed with real time, while everything inside it slows. Easing out and slowing the player less turns a handicap into a power.

When not to use it

Skip it in games with an online match, where one player slowing time would freeze the others, and in games whose challenge is exact timing, where bending time confuses the learned rhythm. Use a short flash or a pause for drama instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 20 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 "Add a slow-motion moment that ends on time and still lets the player react" (read_entry slow-motion-that-lasts-real-seconds) 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