Check that failing a story test costs something but never traps the player
When a river crossing or a climb can fail, the failure either sends the player back to try again for nothing, or into a corner with no way on. Here is how to check every such moment so that failing leads somewhere, and trying again always has a price.
Why this works
A test the player can fail only works if failing leads somewhere. Looking at the map of scenes shows the three traps: no way on, a way that never ends, and a free retry that turns the test into a button to mash.
When not to use it
Skip it when retrying is the lesson, as in a training area where failing costs nothing on purpose. Or when the game offers a reload of the last save as the penalty; then a story path for failure may be less honest than letting the player redo.
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 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Check that failing a story test costs something but never traps the player" (read_entry failed-survival-check-must-move-story-on) 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