Spielerando

Let players buy back what they just sold, without making free money

Everyone sells the wrong thing by accident, so a shop should hold it for a short while. Done carelessly, that list lets the player earn gold from nothing or loses a quest item for good. Here are the rules for price, space, time limit and things that may never be sold.

Why this works

A safety net must be free of profit and free of loss. Charging exactly what the shop paid makes the trip there and back neutral, and a short list with a time limit keeps it a helping hand and not a second storage.

When not to use it

Skip it in a game where choices should hurt, such as a survival game where a bad sale is part of the story. Also skip it where the player may sell for whatever price they like; there the neutral trip no longer holds.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • A diagram of every state
  • 22 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 "Let players buy back what they just sold, without making free money" (read_entry shop-buyback-list-with-expiry) 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