Spielerando

Players cross a bridge and can never reach the other endings, and nothing warned them

Some choices close doors for good, and a player who wanted to see everything learns this only after twenty hours. Your AI can walk the story map, find each step after which an ending is lost, and show where a warning or a save point should stand.

Why this works

A step is a point of no return exactly when fewer endings can be reached after it than before. Comparing the reachable endings on both sides of every step finds all of them, including ones that are easy to miss in a long story.

When not to use it

If losing endings is the point, as in a story where every choice is final, a warning on each step is noise. Warn once at the start, and only mark the steps that lose the most.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 35 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 "Players cross a bridge and can never reach the other endings, and nothing warned them" (read_entry rpg-point-of-no-return-warning) 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