Spielerando

Lower the effects on a slow phone, and raise them again without flickering

A casual game runs on a ten-year-old phone and on a new one. Letting the game choose how many sparkles to draw sounds easy until it flips up and down every second, because lowering the load is exactly what makes it look fast enough to raise again. Here is how to make it settle.

Why this works

People notice a drop in smoothness at once but a drop in prettiness only slowly, so go down quickly and up slowly. Judging a calm average, not single frames, stops one hiccup from changing the look.

When not to use it

Skip it for a game that is always light, or one where the effects carry the story and must look the same for everyone. Pick a fixed look there, or let the player choose in a menu.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 55 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 "Lower the effects on a slow phone, and raise them again without flickering" (read_entry sparkle-quality-drops-and-recovers-without-flip-flopping) 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