Spielerando

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