Spielerando

Players quit at a point where the next upgrade takes far too long

Everything feels smooth, then one purchase asks for hours of waiting and the players are gone. You can find such walls before release by playing the economy on paper. This entry lists the waits step by step and marks the jumps, leftover coins included.

Why this works

A player only feels waiting time, and the next wait is the cost divided by income. Walking the planned purchases in order shows every wait at once, so a bad jump is visible without any playtesting.

When not to use it

Skip it for games where waiting is filled with other things to do or active play; measure how long players actually go without a decision instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 26 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 "Players quit at a point where the next upgrade takes far too long" (read_entry find-the-wall-where-idle-progress-stalls) 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