Spielerando

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