Spielerando

Plan a trip to the item and back when the floor crumbles behind you

Two shortest routes put together, to the key and then to the door, will lead over tiles that have already fallen away. Here is how to plan one whole trip that never steps on the same tile twice, and when there is simply no such trip.

Why this works

When every tile falls once it is left, two good routes joined together reuse tiles that are already gone. Only one path planned as a whole, which never repeats a tile and takes the item before the exit, can be walked in the order it is built.

When not to use it

Skip it in big open areas, where the number of possible paths grows too fast to check, or when tiles come back after a moment. Use it when designing small rooms, and for large levels test the design by hand or by playing.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 34 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Plan a trip to the item and back when the floor crumbles behind you" (read_entry route-over-tiles-that-crumble) 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