Fix, polish and publish
Find out why the save file keeps growing until the phone refuses to store it
Saving works for weeks, then suddenly fails on some phones, or the game gets slower to start. The cause is usually one forgotten list that never shrinks. This entry shows how to make the AI build a small report that names the biggest parts and warns before the limit.
Saving fails on some phones because the browser storage is full
Browsers give a game only a small box to save into, shared by every save slot, and a long story with a growing backlog can overflow it with no warning. Here is how to work out each slot's share and trim a save to fit, keeping what matters most.
A save gets corrupted when the game closes in the middle of saving
Phones die, tabs get closed, and a half-written save wipes out hours of a player's progress. Here is a way of keeping two copies so that one is always whole, how the game tells a good copy from a damaged one, and which copy to overwrite next.
A saved game points to a scene I renamed or deleted
After you tidy up your story, some players load a save and land nowhere. Here is how your AI should find the right place to put them back, in what order to try the options, and why a plain "go to the start" is the last thing to reach for.
An autosave in the middle of a chase leaves players with a save they cannot survive
The game saves at a bad moment, with the monster at the player's back, and every reload ends in the same death. Here is how your AI should decide when saving is allowed, what to do with a request that comes too early, and how long to wait after the danger ends.
The big scare plays again every time the player loads the game
A scare works once. If it repeats after every load, or after every death at the same spot, it turns into a joke. Here is how your AI should remember which scares were seen, and why one list is not enough to treat a retry and a fresh start fairly.
My horror game scares players too often, or never at the right time
Scares on a plain timer fire in the middle of a dialogue, bunch up after the player switches tabs, or come so evenly that they stop working. Here is a small director that builds up tension, waits for a quiet moment and varies the gap without losing repeatability.
I wrote scenes that no player will ever see
Big branching stories lose pieces: an edit removes the one link that led to a chapter, and the AI keeps writing around it. Here is how to find every scene that is cut off, and how to name the few links that would reconnect all of them at once.
Skip mode rushes past choices and text the player has never read
Fast-forward is meant for text seen before. Done carelessly it runs through a choice, through a new unlock, or into a scene the player has not read, and the player lands somewhere unexpected. Here is how the game decides where fast-forward must stop, mode by mode.
Fix star ratings that are one star off exactly at the limit, or drop on replay
A player finishes in exactly the number of moves the level promises and gets one star less, or replays a level more badly and loses the stars they had earned. This entry shows how to make the AI draw the lines clearly and keep the best result.
A story condition never triggers because the flag is spelled differently
A door that should open after you meet someone stays shut, and the cause is two spellings of the same note the game keeps. Here is a check that compares what the story sets with what it asks for, and spots near misses that a plain search would not.
Subtitles disappear too fast or pile on top of each other
When timing comes from a script or a voice track, some lines flash by for a moment and others overlap the next. Here is how your AI should repair the timing of each line, and how it finds the lines that cannot be fixed without moving the voice itself.