Reward serving guests in a row without punishing one mistake too harshly
A streak bonus makes a cooking game exciting, but losing a long streak to a single burnt dish makes players quit for the day. This entry makes the bonus grow with the streak and softens the fall: a first slip may be forgiven, and a real break takes only part of the streak, with every payout in whole coins.
Why this works
People keep trying for a streak only if losing it does not feel like losing everything. A shield turns the first slip into a warning, and a cut by half keeps most of the progress. Whole-number sums keep the payout exactly what the screen promised.
When not to use it
Skip it in a game about precision or tension, such as a speedrun-style challenge or a competitive ladder, where one mistake is meant to hurt. A forgiving streak there makes the result less meaningful; use a hard reset.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 17 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Reward serving guests in a row without punishing one mistake too harshly" (read_entry casual-serve-streak-with-shield) 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