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There are quite a few ways that you can close off certain endings by doing things in the 'wrong' order... I managed to burn the handle before I'd got the apple... Luckily the "destroy" code wasn't in place then so I could still use it. :) 

Normally I'd be against putting the game in an "unwinnable" situation... these days most people don't have any tolerance for that, even though back in the day we were usually fine with the need to restart the game many times, and learn from our mistakes... I think in this game closing some of the paths off is  interesting because it does have multiple endings. If there's always an ending possible (even a bad one) then that's fine I think. You could always give hints towards things that the player could've done differently, on the end screen... for example, "I curse the fact that I smashed...." or "If only I'd have figured out that riddle before I headed into the forest" etc.

I'm thinking to print a line like "you feel this can be useful somewhere else" the first time player tries to use the handle and the blade and the second time lets the player to use it(or some kind of Y/N question maybe)

You could just set a boolean the first time, and then if they are determined to use it a second time then it's their own fault. You've warned them. As long as there is still a path to the end, I think it's okay.