A romance route asks for more affection points than the story can give
The ending needs a high score, but the points are spread over choices that exclude each other. Adding up all the points you wrote down gives a number nobody can ever reach. This entry finds the real best and worst score of a story.
Why this works
Choices that exclude each other cannot all be taken, so the best score is the best single road, not everything on offer added up. Computing it from the real paths tells you what is truly possible before a player gets stuck.
When not to use it
Not worth it when points are spread so generously that no goal is close to the top, or when the story has loops that give points again and again. Count with flags for one-time gains, or set a cap in the rules.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 32 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 "A romance route asks for more affection points than the story can give" (read_entry relationship-route-needs-more-points-than-exist) 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