Check your story and game
Learning paths through this topic
The special ending never plays because an earlier rule always wins
Endings are picked from a list, top to bottom, first match wins. Put a broad rule above a narrow one and the narrow one is dead; leave a gap and some players match nothing. This entry finds dead rules, contradictions and uncovered situations.
A falling block turns into the wall or the stack and the move must still work
Turning a piece next to a wall either sends part of it out of the board or into filled squares, and a game that just refuses feels sticky. This entry shows a rotation check that tries small nudges in a set order before giving up, so the turn feels natural at the edge.
The flashlight dies in the long corridor although enough batteries exist
Counting all the batteries in the level and comparing them with all the dark minutes can look fine while the player still gets stuck. Order and a limited charge decide it. This entry walks the route and says where the light fails and by how much.
Check for four in a row in a drop-in column game without false wins
Scanning the whole board after every move is slow to write and easy to get wrong at the edges, and a board stored in one long list lets a line wrap from the end of one row to the start of the next. This entry checks only through the piece just dropped and handles a full board.
The German version of a line does not fit the text box
A line fits nicely in English and then spills out of the box in German, because the words are longer and some cannot even be split. This entry wraps text the way the box will and lists the lines that run over, for each language.
The monster finds the hiding player although it never saw them go in
Hide-and-seek against a monster feels unfair when it walks straight to your locker, or when it ignores you although it watched you climb in. This entry decides fairly, based on what the monster could actually see at the moment you hid.
The hint button explains something the player solved ten minutes ago
Hints lose their value when they speak about the wrong puzzle, repeat themselves, or give the answer too soon. This entry chooses which step to help with, based on where the player is and what is open, and gives a little more each time.
Lightning and strobe scares can flash too often for some players
A scary scene stacks a few quick bright flashes, and for some people that is not just unpleasant but harmful. This entry finds the stretches of your timeline that flash too densely and spreads the flashes out without losing the scare.
In a number-grows-forever game the counter suddenly stops growing
Past a certain size, adding a small income to a big total changes nothing, and further on the number breaks into a useless word. Both fail quietly. This entry shows where the limits are, how to store very large numbers, and the habit that keeps small gains from vanishing.
When a dragged jigsaw piece should click into place and when it should not
Snap too eagerly and pieces jump into wrong spots on small screens; too strictly and the right spot never catches on a thumb. This entry shows how big the catch zone should be, why it must depend on the piece, and how to treat pieces that are already placed.
A jump scare fires right after loading, or two scares come back to back
Scares lose their power when they come in clumps, and they feel cheap when the player has barely reloaded. This entry checks a scare timeline for crowding, and gives the earliest moment a new scare may fire.
Where exactly does the player lose a route, and are they warned before it?
Some choices quietly close doors for good. Players get angry when they only learn that at the very end. This entry lists, for every choice, which endings it makes impossible, so you can decide where a warning or a second chance belongs.