Spielerando

Clear mist off a puzzle board from where the player taps, with a soft edge

Hidden pieces under fog are a classic way to reward a tap. The fog should not blink out tile by tile in a hard square, and it should not pop back when a second tap clears a place nearby. Here is how to clear a widening circle with a soft edge that combines cleanly with other taps.

Why this works

Fog is a thing you push away from a point, and nature has no sharp edges. A soft rim that grows with time feels like a cloud being parted, and keeping the clearest result per spot means a second tap can only help.

When not to use it

Skip it when the fog is a rule, such as hidden traps the player must remember, or when the board is huge and every spot has to be worked out each frame. Reveal whole areas at once instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 32 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 "Clear mist off a puzzle board from where the player taps, with a soft edge" (read_entry fog-lifts-from-a-tapped-spot-in-a-soft-widening-ring) 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