Spielerando

Notice when a detective story player has stopped finding clues before they quit

A stuck player does not announce it; the clues just stop coming. A fixed time limit treats a careful reader and a fast clicker the same way. This entry shows how to judge a pause in finding clues against that player's own rhythm, so a hint can arrive in time.

Why this works

Every player has their own rhythm of finds, so being stuck is relative to it. A fast player silent for a while is stuck sooner than a slow thinker, and until the rhythm is known a fixed default stands in.

When not to use it

Wrong for stories where finds are rare by design, or where one action gives several clues at once. Do not push help on thoughtful players; make it an option they can ask for.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 28 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 "Notice when a detective story player has stopped finding clues before they quit" (read_entry story-detective-clue-stall) 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