Skip mode rushes past choices and text the player has never read
Fast-forward is meant for text seen before. Done carelessly it runs through a choice, through a new unlock, or into a scene the player has not read, and the player lands somewhere unexpected. Here is how the game decides where fast-forward must stop, mode by mode.
Why this works
Skipping is a promise to spare the player what they already know. It breaks the moment it hides something they have not seen or something that needs them. So the stop rules come from what is at stake in each line, written down once.
When not to use it
Leave it out of short stories where nothing repeats, and out of games where the player must read every word, such as clue-based mysteries. A skip button there only helps people miss what they need.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 25 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Skip mode rushes past choices and text the player has never read" (read_entry skip-mode-rushes-past-choices-and-unread-text) 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