Spielerando

A daily activity bar with five chests loses the ones the player never tapped

Daily goals fill a bar and open chests at set points. Players skip stages, overshoot the top and leave at midnight with chests unopened. Here is the bookkeeping that keeps every stage claimable once and pays out what was earned but forgotten.

Why this works

Each chest is a separate promise, so each should be kept or paid out on its own. Treating them as independent, and delivering the unopened ones when the day turns, means no earned reward quietly disappears.

When not to use it

Skip it in a game with no daily rhythm or one that is played in long single sittings. A daily bar there nags players to come back for its own sake; reward progress through the story or the levels instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 24 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 "A daily activity bar with five chests loses the ones the player never tapped" (read_entry puzzle-daily-activity-chest-thresholds) 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