Settle a time-bonus pickup that arrives on the very tick the countdown ends
The player grabs a clock with a fraction of a second to spare, and the screen still says time is up. Or the bonus arrives after the end and gives back a mission that was already lost. Here is the order of events that feels right and always ends the same way.
Why this works
When two things happen in the same instant, the player's view is that what they did first counted first. Fixing one order for passing time, bonuses and the end check makes the result the same everywhere and gives the doubt to the player.
When not to use it
Do not let a bonus rescue the clock in a game where time is sacred, like a speedrun category with its own fixed rules. There, follow those rules exactly and give no benefit of the doubt.
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
- 13 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Settle a time-bonus pickup that arrives on the very tick the countdown ends" (read_entry time-bonus-pickup-on-the-last-tick) 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