Reusable patterns
A pattern is a ready-made game mechanic. Rather than building everything by hand, you drop in a pattern, you set it up, and the mechanism works.

The pattern library: ready-made mechanics.
The patterns provided
Section titled “The patterns provided”- Simple Quiz: a questionnaire with score tracking and a result screen.
- Ticking Bomb: a step-by-step puzzle where you have to find the right order, or everything starts over.
- Exploration: a central crossroads with topics to discover, each one only once.
- Random hub: a junction that sends the reader at random to one of its exits.
Placing a pattern
Section titled “Placing a pattern”There are two ways to place a pattern:
- Drop a Pattern sequence into the graph, then choose the mechanic and set it up. This works right from the simplest stories.
- Import a pattern from the library. It then becomes a sub-graph that you can open and modify as you like.
Every pattern has its Options (the questions of a quiz, the combination of a bomb) and can connect its results to your variables, to pick up a score for instance.
The exits of a quiz
Section titled “The exits of a quiz”The Simple Quiz can end in several ways, depending on the score obtained. The Number of exits option sets how many there are, from one to four, and their names follow: Pass and Fail for two exits, Excellent, Average and Poor for three.
Under its name, each exit states the score that takes it, recomputed from your number of questions. The last one catches every other case.

Three exits on a three-question quiz: each one says from which score it is taken.
The information appears as soon as you set the option, before the pattern is imported. So you see the effect of the option at the moment you change it, without having to place the mechanism to find out.