Do not count an attempt as lost just because a phone call interrupted it
Phones pause games at unpredictable moments, and a timer that keeps running can end the attempt for the player. If those get counted as failures, a level looks harder than it is. This entry shows how to recognise and set them apart.
Why this works
A loss that lands the instant someone returns from another app was caused by the interruption, not by the level. Judging difficulty needs attempts where the player was actually playing, so those must be set aside from both sides of the count, not just one.
When not to use it
It is the wrong cure when the game never stops its own clock. Fixing the statistic then hides a real flaw, since players still lose to a phone call. Pause the timers when the game goes to the background, and keep the count only as a check.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 40 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 "Do not count an attempt as lost just because a phone call interrupted it" (read_entry mobile-call-interrupted-attempts-not-fails) 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