Lives sent by friends are lost when the player's hearts are already full
A friend sends a life at the wrong moment and it vanishes, or a pile of old gifts floods the bar all at once. Here is how an inbox keeps gifts until there is room, drops the stale ones and ignores repeat senders.
Why this works
A gift is a promise from a friend, and breaking it silently hurts two people. Keeping gifts until there is room, and letting old ones lapse only when the player looks, means nothing is thrown away behind their back.
When not to use it
Skip it in a small game with only a handful of friends or no friend list, where a gift can simply be applied on the spot. An inbox adds a screen to learn and a place to forget; show a plain thank-you instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 16 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 "Lives sent by friends are lost when the player's hearts are already full" (read_entry puzzle-gift-inbox-claim-room) 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