Where exactly does the player lose a route, and are they warned before it?
Some choices quietly close doors for good. Players get angry when they only learn that at the very end. This entry lists, for every choice, which endings it makes impossible, so you can decide where a warning or a second chance belongs.
Why this works
A choice is only unfair if it takes something away that the player did not know was at stake. Comparing what is still possible before and after each choice shows exactly what is lost, and the loss is the thing worth warning about.
When not to use it
Do not warn about every loss. In a story built around weighty, irreversible choices, a warning on each one removes the tension and treats the player as a child. Warn where the loss would be a surprise, not where it is the point.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 41 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 "Where exactly does the player lose a route, and are they warned before it?" (read_entry last-chance-scenes-before-a-route-closes) 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