Let the player undo a move in a turn-based battle, but not after learning something
Undo makes tactics games kinder, but unlimited undo turns hidden information into a free scouting tool: step forward, look, step back. This entry shows exactly when the button should stop working, and what a taken-back move must give back.
Why this works
Taking a move back is kind only while it teaches nothing. The moment a step shows the player something new, undoing it would turn the game into a free peek, so the button must stop exactly where knowledge begins.
When not to use it
Skip it in games with no hidden information, such as a chess-like duel, where free undo is simply kind, and in games built on hard consequences, where every move should stand. Offer a full take-back or none at all there.
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
- 26 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 the player undo a move in a turn-based battle, but not after learning something" (read_entry undo-move-until-something-is-revealed) 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