Spielerando

Find conversations that lead nowhere or trap the player in a loop

A conversation with branches is easy to break: an answer that goes to a line nobody can leave, a block no choice reaches, a circle with no way out. Here is a check you run over the whole conversation before anyone plays it.

Why this works

A conversation is a set of paths, and a player can only be stuck where no path leads on. Looking from the start for what can be reached, and from the endings for what can finish, finds every spot a person would get lost in.

When not to use it

Wrong as the only safeguard when options depend on conditions that change during play, because a path that looks open may be closed at that moment. Add a fallback line for the no-option case, and test with real play.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 37 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Find conversations that lead nowhere or trap the player in a loop" (read_entry conversation-graph-dead-ends-and-loops) 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