Find ending score ranges that no combination of choices can reach
If endings depend on a hidden total, the numbers you gave to each answer decide which endings exist at all. This entry lists every total that can really happen and shows which endings are unreachable and which totals fall between two endings.
Why this works
Totals built from a few fixed steps leave gaps, so a range of scores can look possible and still never happen. Listing the exact totals a player can reach, not the average, shows which endings are out of reach and which scores fall between.
When not to use it
Wrong when the points are huge or come from many small acts, where the list of totals is very long and almost every value is reachable. Look at a few ranges by hand then, or use the highest and lowest total as a quick bound.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 26 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 "Find ending score ranges that no combination of choices can reach" (read_entry score-bands-that-no-playthrough-can-hit) 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