Find the scenes of my story that nobody can reach or leave
In a branching story it is easy to write a scene that no choice leads to, or one that players enter and never find an ending from. This entry shows how your AI can list both kinds from the story itself, with the path that leads there.
Why this works
Every scene must have a way out that leads somewhere, and it is easier to find the broken ones by asking from the endings which scenes can still reach them than by reading forward. What cannot reach any ending is where players get stuck.
When not to use it
Skip it for a story you are still drafting, where unfinished scenes are normal, or for loops that are meant to repeat on purpose, such as a daily routine that goes on until the player decides to leave. Check again once the story is complete.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 42 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 "Find the scenes of my story that nobody can reach or leave" (read_entry story-graph-dead-ends-and-traps) 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