Count how many tries a level really took, including the ones that just stopped
Tries look easy to count until someone restarts by hand, closes the game mid-fight or loses a message on the way. This entry turns a messy stream of events into clean attempts, each with a result and a length.
Why this works
A retry number is only as good as the definition of an attempt. If you say plainly what opens one and what ends it, lost messages and hand restarts become visible cases instead of silent errors that bend every average.
When not to use it
Skip it when attempts blur together, as in a game with no clear start or end, such as an open sandbox or a continuous run with checkpoints. Define a unit of progress that fits instead, such as one stretch between saves.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 35 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 "Count how many tries a level really took, including the ones that just stopped" (read_entry count-attempts-from-event-stream) 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