Tell players they are getting warmer without the hint flickering
A "hot or cold" hint for a buried treasure sounds easy until the player stands on a line between two zones and the message jumps back and forth every step. This entry makes the hints steady and still honest about direction.
Why this works
People read a hint as advice, not as a measurement. Switching the message only once the player has clearly crossed into a new zone keeps it steady, so a step to the side never looks like a change of mind.
When not to use it
Don't give steady hints when the hunt is meant to be tense and the player should doubt every step, or when the treasure moves. Use a plain sound that gets louder as they close in, and accept that it wavers.
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
- 25 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 "Tell players they are getting warmer without the hint flickering" (read_entry treasure-hunt-warmer-colder-hint-without-flicker) 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