Spielerando

Rank which power-up would open the most new areas of the level

In a game where new moves unlock old doors, you need to know which reward to place where. Here is how to count what each missing move would open right now, and what to do when no single move opens anything on its own.

Why this works

What the player can reach depends on what they already own, so a reward is worth exactly the new rooms it opens right now. Counting that gain for each candidate turns a gut feeling about pacing into a comparison you can read.

When not to use it

It measures reach, not fun. If a power-up matters because of how it feels, or a room is worth more for its story than its size, the count misleads. Use it as a check on pacing, and let the story decide the order.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 32 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 "Rank which power-up would open the most new areas of the level" (read_entry which-new-ability-opens-most-of-the-map) 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