Run a timed choice that pauses fairly and has a sensible default
A countdown that keeps running while the player reads the pause menu or switches windows is unfair, and a timeout that picks a locked option breaks the scene. Here is the small clock and the rule for what happens when time runs out.
Why this works
A countdown should test a decision, not the player's luck with the screen. Counting only the time they could really act, and naming in advance what happens when it runs out, keeps the pressure fair and the story in your hands.
When not to use it
Wrong for players who read slowly or play with help, and for choices that need real thought. Offer an option to turn timers off, or drop the clock for weighty decisions, since a rushed answer there feels like a trick.
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 timed choice that pauses fairly and has a sensible default" (read_entry timed-choice-with-pause-and-default) 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