Do players hoard potions and scrolls until the end and never use them?
A full bag of unused items at the end means the game never made them feel worth spending. This entry shows how to measure that fairly, and why the players who stopped playing early must not be in the count.
Why this works
An unused item only says something about someone who reached the point where using it was expected. A player who stopped early never faced the moments that call for it. Looking at those who finished, and at each kind of item separately, shows whether the game made spending feel worth it.
When not to use it
A big pile left over is not always a fault: some items are meant as a keepsake or a last resort, and a hard game may simply leave no room to drink. The number says something is off but not what. Ask a few players why before changing strengths or prices.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 25 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 hoard potions and scrolls until the end and never use them?" (read_entry rpg-unused-consumables-at-finish) 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