Spielerando

A trampoline where well-timed presses bounce you higher each time

On a trampoline the bounces should die away by themselves, and grow if the player presses with the rhythm. The trick is deciding which press counts, how much it gives and when the bouncing is over. Here is the rule, with a ceiling so nobody leaves the level.

Why this works

Rhythm is a skill players can learn, so reward it. Letting a well-timed press grow the next bounce a little and a missed one shrink it a lot gives a clear loop of practice and feedback, and the cap and stop keep it from running away.

When not to use it

Wrong for players who cannot easily tap on time, since the reward is out of reach for them. Offer an assist that widens the window, or make the bounce height depend on something other than timing, such as the height of the fall.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 16 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 trampoline where well-timed presses bounce you higher each time" (read_entry trampoline-rhythm-bounces) 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