Spielerando

Find the order of missions that leaves the finale locked forever

The finale opens after enough missions are done, but some missions close others when you finish them. A player who picks the wrong ones early ends with nothing left to play and a locked finale. Here is how your AI searches every order and shows the shortest one that traps the player.

Why this works

Choices that close doors are fair only if a way forward always remains. Whether a player is stuck depends on the whole set of what they have done, not on the last step, so you must try the orders. One bad order found is enough to show the problem, and it points to the fix.

When not to use it

Skip it when being locked out is meant as a lasting consequence, such as a story where choosing a side really costs you the other. Then tell the player before they choose, and allow starting over rather than rescuing them silently.

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
  • 31 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Find the order of missions that leaves the finale locked forever" (read_entry mission-unlock-deadlock-k-of-n) 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