Spielerando

Make fast-forward stop at unread text and at every choice

Skipping is a gift on the second playthrough and a trap if it races through a new line or answers a choice for the player. Here is how to remember what has been read, where skipping must stop, and why that memory belongs to the player, not the save.

Why this works

Skipping is a promise to pass only what the player already knows. So it halts at anything new and at every decision, and the record of what was read belongs to the player, not to one save, since a new game has read the same words.

When not to use it

Wrong for a game meant to be read slowly, such as a mystery or a horror story, where speeding past is a loss in itself. Switch skipping off there, or limit it to scenes the player has really finished before.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 19 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Make fast-forward stop at unread text and at every choice" (read_entry skip-mode-stops-at-new-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