A key that vanishes after one door can make my adventure impossible to finish
If one key opens two doors but is used up by the first, a player who picks the wrong door is stuck without knowing it. This entry gives your AI a search through every combination of place and items that finds such traps before a tester does.
Why this works
Whether the game can be finished depends on the place and on what is carried, not on the place alone. Trying every pair of place and items, and asking from each whether a win is still possible, is the only way to see a trap that needs two wrong choices.
When not to use it
With many keys and rooms the number of combinations grows fast. Past a few dozen keys, check by hand only the doors that use up an item, or make keys permanent, which removes the problem.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- A diagram of every state
- 50 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 key that vanishes after one door can make my adventure impossible to finish" (read_entry rpg-key-used-up-softlock-search) 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