Stop a player from being stunned again and again without a chance to act
A boss or a trap that stuns on every hit can lock a player in place from the first blow to the last, which is the worst feeling in a fight. This entry shows how to make each stun weaker than the one before and when the player counts as recovered.
Why this works
A player can only enjoy a fight in which they get to act. Letting each stun count for less than the last keeps the danger real but guarantees real moments of control, and a long quiet spell earns a fresh start, so rest is rewarded.
When not to use it
Skip it in games where being caught is meant to be final, such as a horror chase or a one-life trap room, and in short fights with no repeats. There a single long stun is the design. Warn the player clearly instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 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 "Stop a player from being stunned again and again without a chance to act" (read_entry stun-diminishing-returns) 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