Find what a "restart" forgets to reset, such as old enemies or a stuck timer
After dying and restarting, the second run starts with a leftover enemy, a half-spent cooldown or the boss already awake, because something was never put back. This entry compares the state after a restart with a brand-new game and names every difference.
Why this works
A restart is supposed to give the same game as a fresh start, so the honest test is to compare the two and look at the differences. Building a new world from scratch each time, instead of tidying the old one, makes forgetting impossible.
When not to use it
Skip it when a restart should keep progress on purpose, like a roguelike with permanent unlocks or a game that continues the same story. List those as kept, and test only the rest. Otherwise the comparison will flag what you wanted.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 5 common mistakes and the fix
- 25 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 "Find what a "restart" forgets to reset, such as old enemies or a stuck timer" (read_entry action-restart-leftovers-diff) 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