The hint button explains something the player solved ten minutes ago
Hints lose their value when they speak about the wrong puzzle, repeat themselves, or give the answer too soon. This entry chooses which step to help with, based on where the player is and what is open, and gives a little more each time.
Why this works
A hint is useful only if it speaks about something the player can do now. So choose from the open, reachable tasks, favour the place they stand in, and give a little more each time instead of the answer at once.
When not to use it
In an open game with no fixed order of tasks, an automatic choice will often point at the wrong thing. There, let the player say what they are stuck on, with a short list, and give the hint for that one.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 28 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 "The hint button explains something the player solved ten minutes ago" (read_entry hint-button-names-the-step-already-done) 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