Spielerando

I wrote scenes that no player will ever see

Big branching stories lose pieces: an edit removes the one link that led to a chapter, and the AI keeps writing around it. Here is how to find every scene that is cut off, and how to name the few links that would reconnect all of them at once.

Why this works

A story is a map of roads, and anything not connected to the start is simply a place you cannot get to. Naming the few entrances that would bring the pieces back is far more useful than a long list of lost places.

When not to use it

Skip it when scenes are meant to be reached some other way, such as a secret code, a menu, a reward or a debug jump. They look lost but are not. Pass those entrances in as extra starts, or the check will cry wolf.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 49 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 "I wrote scenes that no player will ever see" (read_entry scenes-nobody-can-ever-reach) 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