The undo button breaks the move counter or eats all the memory
Puzzle players love undo, and it quietly causes trouble: the move count goes wrong, redo shows moves that no longer fit, and long sessions grow without limit. Here is a small history your AI can drop in, with the rules for what undo and a new move must each do.
Why this works
Undo only works if the game can step backwards through exactly what the player did, in order. Making a new move closes the old future, because the undone moves belong to a board that no longer exists. A limit on remembered moves keeps long sessions light.
When not to use it
Skip it in games where a move cannot be taken back by design, such as a timed or turn-based duel against another person. There, undo is a loophole. Instead, offer a restart or a confirm step before risky moves.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 56 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 "The undo button breaks the move counter or eats all the memory" (read_entry undo-button-history-with-a-memory-cap) 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