Spielerando

Jumping costs stamina, and an empty bar must stop the jump

In a survival game every jump should cost something, yet players find ways to hop forever for free, or the bar dips below zero and the next jump still goes off. Here is how to charge for jumps fairly, and when the bar should start filling again.

Why this works

A limit only feels fair when one rule governs it everywhere: the check, the payment and the refill all agree. Asking for the full price before the jump, and pausing the refill while the player spends, makes tiredness a clear, honest cost.

When not to use it

Wrong in games built around jumping itself, such as precision platformers, where a bar that blocks the main verb only frustrates. Use stamina for sprinting or climbing, or in survival games where tiredness is part of the theme.

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
  • 27 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 "Jumping costs stamina, and an empty bar must stop the jump" (read_entry stamina-gated-jump-with-regen-delay) 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