Spielerando

Find where a merge or match board fills up so far that players give up

On a board that fills as you play, the stress comes from running out of room, not from the move count. This entry shows how to measure how often and how long the board is nearly full, and whether players manage to recover from it.

Why this works

On a filling board the danger is felt as crowding, not as a score. Watching how full the board gets, how long it stays crowded, and whether it ever clears again shows the real difficulty, which a final result alone would hide.

When not to use it

It says little for games where a full board is not a threat, such as a calm decorating game, or where the board refills by itself. There the pressure comes from elsewhere, so measure what actually makes players hesitate or leave.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 29 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 where a merge or match board fills up so far that players give up" (read_entry casual-merge-board-clog-time) 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