Spielerando

How long a run back to your lost gear can you ask before players quit?

A long walk back after dying feels fair in a designer's head and like punishment in a player's. This entry shows how to read the right limit from your own logs by comparing how many players leave after short and long walks.

Why this works

Players put up with a walk back until it stops feeling like part of the game and starts feeling like a punishment. That point shows as a rise in how many leave, compared with those whose walk was short.

When not to use it

Skip it when the walk is itself the interesting part, such as a dangerous road with its own rewards, or when you have few deaths to compare. Then ask players how the walk feels instead of reading it from who left.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 36 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 "How long a run back to your lost gear can you ask before players quit?" (read_entry survival-corpse-run-length-and-quitting) 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