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