Spielerando

Judge evidence shown in a confrontation without punishing repeated tries

In an investigation game the player holds up an item against a claim, and the game must decide: caught them, wrong item, or right item at the wrong claim. Mistakes cost something, but not the same mistake twice. This entry shows how to separate those cases and keep the count fair.

Why this works

A penalty teaches only if the player can tell what they did wrong. Charging once per distinct mistake punishes thinking badly, not clicking twice, and a right item at the wrong claim should reward the search, because that is what a detective is supposed to do.

When not to use it

Skip it when the game is built on tension and every wrong guess should hurt, such as a trial against the clock. Also skip it in a relaxed puzzle story where nothing is lost: there a plain hint on every miss is kinder.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 21 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 "Judge evidence shown in a confrontation without punishing repeated tries" (read_entry present-evidence-without-spam-penalties) 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