Spielerando

Answer a wrong item on a puzzle spot with hints that get clearer

A player who tries everything on a locked door should first get a shrug, then a nudge, then a real hint. But trying the same wrong thing again and again must not count as progress. This entry shows what to count and how to cope with a nearly empty bag.

Why this works

Hints should follow how lost the player is, and a person who tries many different things is more lost than one who clicks the same thing over and over. Counting different wrong items, not clicks, gives help when it is needed and not as a reward for impatience.

When not to use it

Do not escalate in a puzzle meant to be solved with no help, or in a game whose joy is working it out alone. Let the player ask for a hint on purpose through a button, and keep spots silent otherwise.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 25 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 "Answer a wrong item on a puzzle spot with hints that get clearer" (read_entry wrong-item-hints-that-escalate) 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