Make sure every deadly choice was warned about just before
A death the player could not have seen coming is not scary, it is unfair. Worse, a warning given an hour earlier is as good as none. Here is how to check that every fatal moment follows a warning that is still fresh on every path that leads there.
Why this works
Death feels earned when the player had a fair chance to see it coming, and warnings fade quickly from memory. Measuring on every road how many scenes lie between the warning and the danger turns a vague idea of fairness into a clear rule.
When not to use it
Wrong for a game where sudden death is the joke or the lesson, such as a trial-and-error comedy, or where players expect to learn by dying. Then drop the warnings and make quick restarts painless instead.
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
- 33 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 "Make sure every deadly choice was warned about just before" (read_entry fatal-choice-needs-a-recent-warning) 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