Spielerando

Do players ask for a hint on this puzzle, and how long do they try first?

A puzzle can be too hard, too vague, or simply abandoned, and the hint button tells those apart if you log it right. This entry shows the four outcomes to count and the one time that matters.

Why this works

A hint button says nothing about those who give up without pressing it. Sorting every try into four outcomes, solved alone, solved with help, left after help, left without help, shows whom the puzzle loses and how long patience lasts.

When not to use it

Wrong when your game has no hint button, or when the puzzle is meant to be solved with outside help or in a group: the counts say little then. Watch a few people try it and add a hint if they stall.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 38 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 "Do players ask for a hint on this puzzle, and how long do they try first?" (read_entry rpg-hint-requests-before-solving) 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