Spielerando

One player clicks through shared dialogue before their teammates could read it

When one player's click moves the whole group to the next line, fast clickers take the story away from slower readers. This entry shows how to measure which lines were gone too soon for a normal reader, without counting short lines unfairly, and who tends to cause it.

Why this works

Reading takes time that grows with the length of the line, plus a moment to notice it at all. Comparing the time a line was shown with that need tells you when text left too early, whatever its length.

When not to use it

Skip it for lines where speed is part of the scene, like a shouted warning, or for groups of experienced readers who chose to move fast. Then fast clicking is not a fault; offer a log to read back instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 32 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 "One player clicks through shared dialogue before their teammates could read it" (read_entry shared-dialogue-advanced-before-everyone-read) 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