Spielerando

Give potions a different colour in every new game, and never the obvious one

Unknown potions are a classic puzzle: you drink one and learn what its colour means. The puzzle dies if red always means healing, or if a shuffle can leave some potion looking as it always did. This entry assigns looks that are random, complete, and repeatable after loading.

Why this works

A puzzle of discovery only lives if the answer can't be looked up. Giving each game its own matching of looks to effects, and fixing it once per game, makes learning count inside a run while a guide from last time is useless.

When not to use it

Don't shuffle the looks in a story game or a long adventure where a friendly character teaches the potions, or where players learn once and expect to keep it. There, fixed looks with clear names are kinder than a puzzle.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 18 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 "Give potions a different colour in every new game, and never the obvious one" (read_entry unknown-potions-look-different-in-every-new-game) 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