Spielerando

Let a nearly empty stamina bar still allow one last move, then lock it

If every action must be paid in full, the player feels punished for being a few points short. If it can always be done, there is no limit at all. This entry shows a middle rule, plus the pause before the bar refills and the point where the player is trusted with actions again.

Why this works

A limit should be felt as a rhythm of effort and rest, not as a penalty for being a little short. Letting the last move through is generous, and a lock until the bar has recovered a bit keeps the player from stumbling along on empty.

When not to use it

Skip it in games that want effort to be a freely chosen risk, or where tiredness would only frustrate, such as a relaxed exploring game. Then use no bar at all, or let the cost show as slower movement instead of a lock.

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
  • 29 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 "Let a nearly empty stamina bar still allow one last move, then lock it" (read_entry stamina-allows-last-action-then-locks) 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