Spielerando

Give a stuck player a hint at the right time, not after a pause

The hero says "maybe try the vent" when the player has simply gone to make tea, or stays silent for ten minutes of real struggle because a cutscene ate the clock. Here is how your AI measures how long the player has actually been stuck and steps up the hint in stages.

Why this works

Being stuck means time spent trying without getting anywhere. Time in a menu or a film scene is not trying, and a death is trying, so only real progress restarts the count and only play time adds to it.

When not to use it

Skip it in a game with no clear progress to measure, such as an open sandbox, and for players who hate being told. There, offer a hint button the player presses, instead of a helper who speaks up on his own.

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
  • 32 lines of example code with 6 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Give a stuck player a hint at the right time, not after a pause" (read_entry stuck-hint-timer-ignores-pause-and-cutscenes) 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