Spielerando

Buying hearts with gems gets pricey, and buying one at a time must not be cheaper

A price that rises with every purchase can be beaten by buying in tiny pieces, or it punishes someone who only needed one heart. Here is a pricing rule that comes out the same however the player splits the purchase, and when it starts over.

Why this works

A price should belong to the thing bought, not to the way it was packaged. When each heart has its own price, nobody gains by splitting or bundling an order, and the rising cost stays honest and easy to explain.

When not to use it

Skip it if players should be steered away from buying at all, or if your game is sold once with no shop. Rising prices only teach people to resent the shop; give a fixed price, or let hearts be earned by playing.

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 "Buying hearts with gems gets pricey, and buying one at a time must not be cheaper" (read_entry puzzle-refill-price-per-life-bought) 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