Spielerando

Hide monster chests among real ones without cheap surprises

A chest that bites is a fine surprise once. Two in a row, or one in the very first room, feels unfair, and a player who never meets one stops being afraid of chests at all. This entry makes the scare rare, spaced out and still certain to come back.

Why this works

A scare works only when it is rare enough to surprise and certain enough to be feared. Counting chests since the last one, rather than flipping a coin each time, spaces the scares out and guarantees none can be dodged for ever.

When not to use it

Don't use it in a gentle game for young players, or where a trap would end the run unfairly. A punishing surprise needs a way to survive it. Use a clear warning, such as a faint sound, rather than a hidden count.

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
  • 18 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 "Hide monster chests among real ones without cheap surprises" (read_entry mimic-chests-that-never-come-in-bunches) 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