Let two clues the player holds produce a conclusion once, without crafting anything
In a mystery, owning the torn ticket and the receipt should lead to a thought, not to a new object. This entry watches what the player holds, adds the conclusion to the notebook when the clues fit, lets one conclusion lead to the next, and never repeats itself.
Why this works
A thought is not an object. Keeping what the player has learned apart from what they carry means dropping a clue cannot make them forget, and repeating the search until nothing new appears lets conclusions build on each other in any order the author wrote them.
When not to use it
Skip it when the player should make the connection themselves, as in a detective game about thinking. Handing out conclusions removes the reward. Let the notebook only show the clues, and let the player pair them up.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 23 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let two clues the player holds produce a conclusion once, without crafting anything" (read_entry clues-in-the-bag-unlock-deductions) 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