A streak shield that saves one missed day must also handle two, and a clock gone backwards
Daily streaks make people come back, and a shield that forgives a missed day makes them forgive the game. The fine print is what to do with longer gaps, when shields are earned, and what a weird date does. Here is the whole rule.
Why this works
A streak is a habit the player has built, and one bad day should not erase it. Shields earned by staying with it forgive a short gap, while checking before spending keeps them from being burned on a loss that could not be saved.
When not to use it
Skip it if daily pressure would hurt your players, for instance in a game about calm or one for people who play when they can. A streak there turns play into a chore; reward totals over time instead of unbroken days.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 17 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 streak shield that saves one missed day must also handle two, and a clock gone backwards" (read_entry puzzle-streak-shield-missed-days) 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