Give offerings back when an altar puzzle is filled in wrongly
The player places objects on an altar and the wrong set must not eat them, trap them, or let them place a second copy for free. This entry decides when the altar checks, what comes back, and where things go when the bag has filled up in the meantime.
Why this works
A puzzle should invite trying, and trying costs nothing only if nothing is lost. Judging the altar when it is full, never before, lets the player place things freely, and sending every wrong offering back safely keeps one failed guess from ending the game for them.
When not to use it
If the offering is meant as a real sacrifice, where the weight of the choice is the point, do not return it. Warn the player clearly before the final slot is filled, and make the loss part of the story.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 31 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 "Give offerings back when an altar puzzle is filled in wrongly" (read_entry altar-puzzle-returns-wrong-offerings) 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