Is it ever OK to have a "Point of No Return"? I'm designing my game's climax. From a storytelling standard, I feel that once a certain point is reached it would make no sense to allow my player to simply go back to previous areas. Once you cross this point this is it. Final battle time. All or Nothing. But I also realize from a game design standard that this could potentially screw the player over if they find they aren't quite as strong as they thought. I've tried my best to design the game's difficulty to the point of "If you made it this far, you should be able to tackle the final boss." And I also have an in game warning of "Once we enter this place there may be no coming back! Are we positive we are ready?" So is that enough? Or should I try a different approach?