Which few recorded playthroughs should I replay to touch every choice in my story
After a fix you want to replay the story, but the thirty saved runs take hours. This entry picks a short list of runs that together touch every choice they can, and names the choices that no recorded run ever reached.
Why this works
Recorded runs overlap, so repeating them adds time but not knowledge. Taking first the run that shows the most untouched choices, then repeating with what is left, gets close to full coverage with far fewer replays.
When not to use it
Touching a choice is not testing it. When a fix depends on which things the player carries, or on the order of choices, you need runs that mix those cases, and a short list that merely visits each button is too thin.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 28 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 "Which few recorded playthroughs should I replay to touch every choice in my story" (read_entry fewest-playtests-to-cover-every-choice) 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