Let a weak tool fail to mine a hard rock without wearing out
When a stone pick hits iron ore, players expect nothing to happen, and they hate it when the pick also breaks or when a diamond pick is no better than copper at everything. This entry sets out what a swing should give and cost at each tool level.
Why this works
Progress should be felt as a door that opens, not as a punishment. A tool that cannot do the job simply does nothing and costs nothing, so players learn what to aim for, and each step up gives a clear but limited gain.
When not to use it
Skip it in a game with no steady climb in tools, or where players may reach anything at once, such as a sandbox with free building. There, gate by skill or by a quest instead of by the tool in the hand.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 17 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let a weak tool fail to mine a hard rock without wearing out" (read_entry tool-tier-gates-resource-nodes) 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