Player has a finite number of attempts; losing all lives resets progress to a defined point or ends the game.
A Mario-style life stock: a ×N counter of attempts; fall in the pit to lose one and respawn, and at zero it's GAME OVER.
Lives are a single countdown integer that gates retries. At zero, the run ends — it's the macro-stakes layer above per-hit health.
A lives counter in GameState. Death decrements it; reaching zero is the game-over condition, distinct from losing one health bar.
var lives := 3
func on_death():
lives -= 1
if lives <= 0: game_over.emit()
else: respawn()Emit lives_changed and game_over so the HUD and the scene flow respond — one for the icons, one for the end state.
signal lives_changed(n)
signal game_overA respawn point the level defines. On a non-final death, warp the player back to the active checkpoint marker.
func respawn():
player.global_position = current_checkpoint.global_positionIn short: lives int in GameState; on health_depleted: decrement lives or emit game_over signal
…and 73 more in the interactive database →
153 catalogued game(s) use this mechanic, spanning 1983–1999.
▶ Explore Lives System interactively — see every game + the Godot system