Was the player waiting for a build timer when they left, or truly out of things to do?
Two players can close the game at the same moment for opposite reasons: one is happy to come back later, the other hit a wall. Mixing them hides the problem. This entry shows what to record at the moment of leaving to tell them apart.
Why this works
The same act of leaving can mean opposite things. Someone with a build still running has a reason to return; someone with nothing to do and nothing to buy has been left alone by the game. Only the second is a design fault, so the two must never be counted together.
When not to use it
Do not use it for games with no waiting and no spending, such as a pure puzzle or a fast arcade round. There the three kinds hardly exist; ask instead whether the player failed a level or ran out of new ideas.
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
- 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 "Was the player waiting for a build timer when they left, or truly out of things to do?" (read_entry quit-while-waiting-or-stuck) 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