Spielerando

Show a hit at once on your own screen, then take it back if the server says no

Waiting for the server before showing a hit makes shooting feel dead, but showing it at once and being wrong feels like a lie. This entry shows a middle way that feels immediate, what to display for which moment, and what to do with answers that never come.

Why this works

Waiting for an answer makes a shot feel dead, but showing the result too early can lie. Splitting feedback into a cheap instant sign on your own screen and the real numbers from the server gives responsiveness without false scores.

When not to use it

Skip it when a wrong hint would hurt, as with a big reveal of a kill, or where a marker taken back feels like cheating. In slow games, or on a fast local network, simply wait for the server.

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
  • 33 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 "Show a hit at once on your own screen, then take it back if the server says no" (read_entry tentative-hit-marker-confirmed-by-server) 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