Spielerando

How much of the time players spend dying is spent replaying parts they already beat?

A hard ending is bearable, but replaying the same easy start every time is what wears players out. This entry shows how to estimate the share of time that goes into ground the player has already conquered, from the attempts alone.

Why this works

Dying hurts most when it forces players to redo what they have already mastered. Counting only the part of a try that covers ground reached before shows how much time is wasted and where a restart point would help.

When not to use it

Misleading in levels with a very uneven pace, such as a long slow walk before a hard part. There, measure progress in time rather than distance, or treat the slow stretch as its own section.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 19 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 "How much of the time players spend dying is spent replaying parts they already beat?" (read_entry how-much-of-a-retry-is-replaying-old-ground) 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