Run a "finish in 60 seconds" challenge clock that ignores pauses and sleep
A player pauses to answer the door, closes the laptop lid, or lands a hundred hits that each freeze the screen, and the timed challenge is lost without a fair try. Here is how to decide which moments run the clock and how to keep one huge jump from eating it.
Why this works
A time limit tests how well the player plays, so only time spent playing may count. Adding up what each moment of play reports, and refusing one huge jump, keeps pauses, cutscenes and a sleeping computer from costing or gifting the player anything.
When not to use it
Do not use it for a real-world event, such as a race on a fixed date or a rival waiting online. There the wall clock is the point, and pausing would be cheating.
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
- 25 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 "Run a "finish in 60 seconds" challenge clock that ignores pauses and sleep" (read_entry timed-challenge-clock-ignores-pauses-and-freezes) 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