Two love routes end level on points: who gets the story?
A branching story counts affection for several characters and picks a route at the end. Ties are rare in testing and common in play, and a tie decided by list order feels random. Here is a fair rule, and when no route should win at all.
Why this works
A tie needs a rule the player could have guessed and would call fair. Whoever reached the top first earned it earlier, so the order of events decides rather than an arbitrary list. A minimum keeps a route from ending on someone the player barely met.
When not to use it
Do not use it when the player should choose the ending directly, for example with a final question that names who they love. Points then only matter as hints, and a decision made on stage is better than a hidden count.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 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 "Two love routes end level on points: who gets the story?" (read_entry narr-vn-route-points-tie-break) 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