Players hoard a hundred elixirs and never drink one: broken item or just scary to use?
A consumable that sits in the bag for the whole game is a wasted idea, but the reason matters: it may be too weak, too strong to waste, or hidden. This entry shows how to tell the cases apart from the item counts you already have.
Why this works
A full bag can mean two opposite things: players love the item too much to spend it, or they never learned it was worth using. Telling them apart needs two counts, because each cause calls for a different fix.
When not to use it
Skip it for items meant to be kept, such as keys, quest pieces or a last-resort rescue that players are supposed to save. Judge those by whether they are used at the right moment, not by how many remain.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 39 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 "Players hoard a hundred elixirs and never drink one: broken item or just scary to use?" (read_entry rpg-hoarded-consumables-never-used) 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