How much of a session does the player have nothing they can afford to build?
Waiting for money is part of a builder, but waiting with nothing to spend on feels like a stall. A simple count of moments hides it because your log is not evenly spaced. This entry shows how to measure the empty stretches properly.
Why this works
Players feel time, not events. Two empty moments of very different length look the same if you count them, but one is a short pause to save up and the other is a wall. Weighting each stretch by how long it lasted, and watching the longest one, matches what the person lived through.
When not to use it
Do not use it in games where waiting is the point, such as idle games or slow farming, where an empty wallet is normal and even pleasant. There it flags healthy play as a problem. Ask whether the player had something to look forward to instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 30 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 a session does the player have nothing they can afford to build?" (read_entry nothing-affordable-time-share) 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