Spielerando

I cannot test every path through my branching story

Every choice doubles the ways through a story, so nobody plays them all, yet any single untried choice may hide a broken scene. Here is a method that picks a short list of playthroughs which together use every choice at least once, and why you cannot fall back on picking at random.

Why this works

A broken scene shows itself the first time anyone enters it, so what matters is that every link between scenes gets taken once, not every combination. Picking each walk by what is still untried finds them with far fewer playthroughs than chance.

When not to use it

It cannot find faults that depend on a mix of earlier choices, such as a scene that breaks only after two specific decisions together. For those, test the important combinations by hand, in addition to this list.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 52 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "I cannot test every path through my branching story" (read_entry too-many-paths-to-test-in-a-branching-story) 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