Are failed attempts on a casual level close calls or hopeless runs?
Two levels can fail equally often and feel completely different: one is a frustrating near miss, the other a wall. This entry shows how to measure how close failures were, including levels with several goals where the obvious average lies.
Why this works
How close someone came tells you what the loss felt like: nearly there invites another try, nowhere near invites leaving. With several goals a player is only as close as the goal furthest behind, so averaging flatters a person who has not even started on the hard one.
When not to use it
It tells you little for games where a loss is sudden and unrelated to progress, such as a single deadly mistake, or where there is no visible progress at all. Then ask how long people stay after a loss, or watch a few sessions.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 34 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 "Are failed attempts on a casual level close calls or hopeless runs?" (read_entry casual-near-miss-share-multi-goal) 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