Spielerando

Stop the player from crafting something that makes the level impossible to finish

In a puzzle level with limited materials, one innocent craft can eat the last of what a later, required item needs. The player plays on for ten minutes before it is clear nothing works anymore. This entry checks ahead whether a craft still leaves the goals within reach, and what to tell the player.

Why this works

A level is only stuck if the goals cannot be built from what is left, so ask exactly that after the craft, using the player's best case. Counting each material once across all goals catches the quiet mistake of two goals sharing the same piece. A warning keeps the choice with the player.

When not to use it

Leave it out when materials are endless or can be found again, because nothing can run out and the warning would only nag. It is also too heavy for huge recipe webs; there, give players a way to buy or find lost material back.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 45 lines of example code with 6 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Stop the player from crafting something that makes the level impossible to finish" (read_entry puzzle-craft-without-softlock) 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