Spielerando

Decide fairly whether a stealth run stayed unseen

A story branch rewards the player who was never noticed. But a guard glimpsed the hero for a heartbeat before being silenced, and a scripted scene has the hero spotted on purpose. Here is how your AI separates a failed sneak from a harmless glimpse so the reward feels deserved.

Why this works

Players judge a sneak by whether anyone could act on what they saw. A glimpse that is answered at once changed nothing, while an alarm changed everything. Separating what the story staged from what the player caused keeps the reward fair in both directions.

When not to use it

Skip it in a game where being seen is the point, or where the player is judged on strict perfection, such as a challenge mode. There every sighting should count, and a forgiving window would feel like cheating.

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
  • 19 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 "Decide fairly whether a stealth run stayed unseen" (read_entry ghost-run-flag-with-grace-and-scripted-sightings) 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