Online turn-based games need a timer that is neither rushed nor endless
Without a limit one slow player stalls the table, and with a hard limit every hard decision becomes a panic. This entry shows a timer that gives everyone a little reserve for the big moves, and what happens when the reserve is empty.
Why this works
People think hard rarely and easily most of the time. A small free allowance covers the easy moves, and a saved-up reserve lets someone spend long on the one move that matters, so speed and care both get rewarded.
When not to use it
Wrong for casual games between friends, where a clock only adds stress, and for games where everyone moves at once. Use no timer, or one shared countdown for the whole round, and let people play at their own pace.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 15 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 "Online turn-based games need a timer that is neither rushed nor endless" (read_entry turn-timer-bank-with-increment) 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