Check your story and game
Learning paths through this topic
Plot hole finder
Your AI writes your story down as plain facts, scenes and rules, then walks every way it can go and tests the rules at every step. It finds out whether a dead character speaks again, whether a player can get stuck, and which scenes nobody ever reaches.
Second opinion on your story
Turns your story into a file for a separate, long-established checking program, which your AI runs on your own computer with Java. It takes the same facts, scenes and rules as the plot hole finder, so you get a second opinion that shares no code with the first.
Story path check
Your AI walks every way through a story written as scenes and choices, and finds out whether a player can get stuck. It tells you if an ending can never be reached, if a scene is cut off, or if a scene needs something nothing ever gives you.
Quest order check
Your AI walks every order in which a player can do your quests, and finds out whether each quest can still be finished. If doing one thing first locks a quest out for good, you get the exact moves that cause it, so you have proof you can replay in your own game.
Dialogue check
Your AI walks every way through a conversation and finds lines nobody will ever hear, talks with no way out, and answers that lead nowhere. It also notices when a player runs out of things to say, because some options can only be picked once.
State machine check
Your AI walks through everything a character, door, shop or game mode can do, and finds out whether it can get stuck, whether some state can never happen, and whether your own rules always hold. The report states exactly how far it walked, so it works as proof your AI can show you, with the exact moves that lead to each problem.
Auto-play moves on before the player can read the long lines
A fixed pause per line is far too short for a paragraph and far too long for one word. And if the text is still appearing letter by letter, the clock may already be running. This entry works out how long a line should stay.
The autosave happened one step before death and every reload ends the same way
The game saved at the worst moment: a monster at arm's length and almost no health. Now the player reloads into a hopeless second. This entry picks a calm earlier moment to return to instead of simply the latest one.
The player cannot pick up the key item because the bag is full of junk
Survival horror limits what you can carry. If the player collected every optional thing on the way, the one item the story needs has no room. This entry checks the worst case of a route and tells you how many slots it really requires.
After a bubble group pops, the bubbles hanging on nothing must fall too
Popping a group is easy, but the bubbles it was holding up must drop as well, and a bubble held by another route must stay. This entry shows how to decide who is still attached, on a grid where every second row sits half a step to the side.
Which card may go on which pile, and how long a run can be moved at once
A card-stacking game needs a clear rule for every pile, and players expect to drag several cards at once, yet the number they can really move depends on spare spaces in a way most builders get wrong. This entry gives both the pile rules and the exact limit.
Can the player outrun the monster to the door once their stamina runs out?
A chase is only fair if escaping is possible for someone who plays well. When sprinting tires you out, the answer is not a simple speed comparison. This entry gives the exact margin for a given door, and the farthest door that still works.