Spielerando

The one clue that solves the mystery can be missed completely

You hid the key clue in a scene, but a player who took the other door never sees it and cannot finish. Having two places for a clue sounds like enough, and often is not. This entry tests whether a clue can really be avoided.

Why this works

A clue is only safe if no road leads to where it is needed without passing a place that gives it. Counting how many places hand it out is misleading; what matters is whether any road avoids all of them.

When not to use it

Wrong for open exploration games where hunting for clues is the fun and missing one is part of the challenge, and for stories where a clue has a gentler second chance such as a hint system. Don't force every clue onto every road.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 31 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 "The one clue that solves the mystery can be missed completely" (read_entry clue-the-player-can-walk-past) 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