A player reported a crash in one scene and I cannot find how to get there
In a story with many branches, the scene that fails may be buried deep, and clicking around to find it wastes an evening. This entry lets your AI work out the shortest list of choices to the broken scene, worded as the buttons a person would press.
Why this works
A tester can only follow what is written on the buttons, not hidden names. Looking outward from the start, one step at a time, reaches every scene by the fewest clicks, and a place already visited is never entered twice, so loops cannot trap the search.
When not to use it
Skip it when the way in depends on things the player did earlier, such as a key or a mood: the shortest list of buttons may then not be pressable. Replay a recorded real playthrough instead, or add those conditions first.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 32 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 player reported a crash in one scene and I cannot find how to get there" (read_entry shortest-click-route-to-a-broken-scene) 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