Warn the player before a drop they cannot climb back up
A trapdoor, a collapsing bridge or a river ride can leave treasures and people behind for good, and players hate finding that out at the end. Here is how to list every one-way passage together with exactly what it would cost, so you know where a warning belongs.
Why this works
A warning is only fair when something is really lost. Comparing what the player could still reach before and after the step shows the true price, so you warn at real points of no return and stay quiet at harmless drops and loops.
When not to use it
Skip the prompt when the loss is part of the story and the player should feel it, such as a burning bridge in a tense chase. There a calm warning kills the moment; show the danger in the scene itself instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 33 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 "Warn the player before a drop they cannot climb back up" (read_entry one-way-drops-that-lose-items) 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