Pick the ending from what the player did most, with a fair tie rule
After dozens of choices, the ending should reflect the road the player took, but a plain count fails in two ways: two themes can end level, and a theme the player barely touched can still come out on top. Here is a rule for both, and the neutral ending when nothing stood out.
Why this works
An ending feels earned when it reflects a real pattern, not a lucky count. Requiring a minimum before a theme counts keeps stray choices from deciding the story, and breaking ties by the latest choice gives the same result on every replay.
When not to use it
Skip it when one single choice should decide the story, such as a final betrayal, or when endings depend on who survived rather than on habits. Use a direct rule for that moment and keep the tally for the long road.
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
- 12 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 "Pick the ending from what the player did most, with a fair tie rule" (read_entry ending-by-theme-tally-with-fair-tie-and-floor) 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