Spielerando

Find the path on which a dead character still talks

In a story with branches, someone who dies in one scene can show up alive in another, and you only notice when a player takes that exact route. Here is how your AI finds such routes before anyone plays, and what it shows you as evidence.

Why this works

Whether someone is dead is not a property of a scene but of the road taken to reach it. A scene can be fine on one road and wrong on another, so only walking every road, and remembering who has died along each, can find the slip. Reading the script in order cannot.

When not to use it

Skip it for a short, straight story with no branches, where reading it through once is enough. Also skip it when the dead are meant to speak, as ghosts or memories; mark those scenes as allowed instead of running the check.

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
  • 25 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 "Find the path on which a dead character still talks" (read_entry find-path-where-dead-character-speaks) 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