Check that the gear a player can afford keeps up with each new region
If the next region's monsters are stronger than anything the shops in reach sell, the player is stuck without knowing why. Here is a walk through the world that buys what is affordable at each stop and shows the first region where the player falls behind, and by how much.
Why this works
Players get stuck without knowing why when what they can buy falls behind what they face. Playing a sensible shopper through the whole story shows the first place where the gap opens, and by how much, before any real player meets it.
When not to use it
Skip it when strength comes mainly from levelling, skill or finding things, not from buying. A shop-only walk then gives a false alarm. Also do not trust it for players who explore much more than the least a normal pass gives.
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
- 31 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 "Check that the gear a player can afford keeps up with each new region" (read_entry shop-gear-keeps-up-with-the-danger-ahead) 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