Count hint use on a puzzle level without counting the curious taps
A hint button gets pressed for many reasons, and most of them are not about being stuck. This entry shows how to separate real need from idle curiosity so that the list of levels people need help with is honest.
Why this works
A press of the hint button only means need if the player has tried first. Taps in the first seconds come from curiosity, so leaving them out and counting people rather than presses leaves the group who truly could not go on.
When not to use it
It misleads when hints are offered on their own, for example after a timer runs out, or when the button is hidden away. Then use is shaped by the game, so ask players directly or watch a few of them play.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 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 "Count hint use on a puzzle level without counting the curious taps" (read_entry puzzle-hint-reach-after-real-effort) 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