Spielerando

A shared combo meter that one player can farm alone or that never builds up

Co-op games love a chain that grows when the team hits together. The hard parts are who is allowed to keep it alive, when it breaks, and making teamwork worth more than one person's button mashing. Here are rules that hold up.

Why this works

A shared chain makes people watch each other, because anyone's hit keeps it alive. A small flat reward for teamwork, rather than one that grows with every extra player, makes playing together better without making it the only way to play.

When not to use it

Wrong for games with a strong single-player focus, or for slow, careful combat where hits come far apart and the chain would never build. There, reward other things, like accuracy or finishing moves.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 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 "A shared combo meter that one player can farm alone or that never builds up" (read_entry team-combo-chain-window) 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