A timed choice runs out while the menu is open or the window was in the background
Countdown choices create real tension, until the game chooses for the player after a pause, a lag spike or a tab switch. This entry makes the clock fair, and decides what happens when the option that would be picked is not available.
Why this works
A countdown is fair only when it counts time the player could use. Time spent in a menu, in another window or in a stalled frame is not theirs, so the clock must stop or step small there, and running out must always give a valid result.
When not to use it
Do not time choices that need thought, reading or accessibility. Some players read slowly or use assistive tools, and a clock punishes them for something that is not the game. Offer an option to turn timers off.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 37 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 timed choice runs out while the menu is open or the window was in the background" (read_entry timed-choice-runs-out-during-a-pause) 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