Spielerando

Point a stuck player to the next quest step, a little more each time

Players who put the game down for a week return without a clue what they were doing, while others want to find things themselves. Here is a hint rule that reads the real state of the quest and gets more direct only when time has passed without progress.

Why this works

A stuck player needs the smallest nudge that works, because every hint spends a little of the discovery. Idle time is a good sign of being lost, and counting it since the last real progress, not since accepting, keeps the nudge fitted to the moment.

When not to use it

Do not use it in a game that wants the player to figure things out alone, or in a quick-paced game where waiting is not a sign of being lost. There, offer hints only on request.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 27 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 "Point a stuck player to the next quest step, a little more each time" (read_entry quest-hint-that-grows-with-idle-time) 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