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    The guide

    Make your game. Look up any line.

    Ten minutes from an empty page to a game your friends can play: pick a world, add the people and a goal, then play and share. Under that is every line the game understands, each with an example that opens straight in the studio.

    Free · Nothing to install · No account to start

    World "meadow":
      Character "Mara":
        say Hi! Bring me the lost crown!
      item 👑 crown
    Win when: player has 👑 crown
    These five lines are the whole game. Try it in the studio
    On this page
    Start here

    Your first game in ten minutes

    Three moves, a line or two each. Write in your own language — only the keywords stay English — and the game builds while you type.

    1. 1

      Pick a world

      One line sets the ground, the sky and the light. There are 44 places, from a meadow to a neon city or a haunted hotel.

      See every place
      1. World "meadow":grass, flowers and trees — the whole ground changes
    2. 2

      Add characters and a goal

      Who is there, what they say and what wins the game. Indent a line two spaces to put it under the one above.

      Everything a character can do
      1. Character "Mara":a person standing there, waiting to talk
      2. say Hi! Bring me the lost crown!she says it out loud when you walk up and press E
      3. item 👑 crowna crown lying somewhere you can walk to
      4. Win when: player has 👑 crownpick the crown up and you win
    3. 3

      Play and share

      Press ▶ and walk into your game. Change a word and it rebuilds. When you like it, share it: you get a link, and friends play in their browser with nothing to install.

      Play a finished story first
    Your first game, step by stepThe studio can walk you through it too: six small steps, each adds one line, and the buttons type it for you.
    1. 1

      Play it — open it

      Open the studio. A game is already waiting there. Press ▶ and walk around with the arrow keys.

    2. 2

      Pick your place

      Tap a place — Beach, Snow, Volcano, Jungle, Moon or Candy. The tap writes the line for you.

      World "Beach":

      the whole ground changes: sand, sea and sky

    3. 3

      Name your hero

      The word Hero is already picked out for you. Type your own name over it.

      Character "Lila":

      the name on the sign above her head changes

    4. 4

      Make her talk

      Click after say and put in your own words. Then walk up to her and press E.

      Character "Lila":
        say Hi! I lost my star.

      she says your words in a speech bubble

    5. 5

      Give her a job

      Tap the wants: star button. Now the player has something to do.

        wants: star

      a star drops into your world — go and find it

    6. 6

      Win the game

      Tap the Win when: button. One more line, and your game can be won.

      Win when: player has star

      grab the star and the win screen comes up

    The six steps leave you with this — open it in the studio

    World "Beach":
    
    Character "Lila":
      say Hi! I lost my star.
      wants: star
    
    Win when: player has star
    Start the six steps No sign-in, nothing to install. About two minutes.
    What you can make

    Four kinds of game

    Every game starts the same way — one line picks the kind. Story is the default; no Mode line needed.

    • Story

      the default — no Mode line

      Worlds, characters who talk and remember you, choices, quests, treasure and a win.

    • Battle

      Mode: waves

      Fight wave after wave of your enemies to a boss finale — melee, guns and spells.

    • Parkour

      Mode: parkour

      A floating-platform jump course auto-built from your title. Leap to the goal.

    • Horde

      Mode: horde

      One arena and no way out. Enemies never stop coming and keep getting stronger, and every level-up hands you a new power to pick.

    What your game can do

    Not a toy — every game ships with real mechanics, no plugins or setup.

    • Dialogue & choicesNPCs talk in typewriter pages and offer branching choices you write.
    • Melee, guns & spellsSwords, hammers, pistols, blasters — and in a wave battle Fireball, Thunder and Blizzard, free.
    • BossesTurn any enemy into a boss with telegraphed attacks, HP phases and its own bar.
    • Ally squadsCompanions who follow you and fight — up to a squad of 20.
    • RelationshipsCharacters remember how you treat them and can join you — or turn hostile.
    • Quests & itemsFetch quests, multi-step quest chains, gifts, usable potions and ammo, hidden loot.
    • Connected worldsUp to 6 worlds, auto-linked with portals you step through — or win by reaching one.
    • Enemy tiers 1–50From a grunt to a bullet-sponge apex — set exactly how tough each foe is.
    • Timers & escortsSurvive a countdown, race a clock, or defend an ally to win — tension built in.
    Places

    Where your game happens

    One line picks the place — and there are 44 of them. Beaches, cities, moons and swamps to run across… and nine buildings you walk right into, room by room. See them all on the games shelf →

    • Places you can walk into

      World: castle

      Nine buildings with real rooms — furniture on the floor, people already in them, and a door that will not open until you find its key.

    • Towns & cities

      World: city at night

      Streets and blocks that go on forever: noon traffic, neon rain, a slum under a metal sky, a district somebody bombed.

    • Woods, fields & shores

      World: forest

      The green half of the world — trees to hide behind, flower fields, blossom, sand, and a lagoon full of coral.

    • Cold & high

      World: snow

      White ground and thin air: snow, ice, windy green cliffs, and grey moon dust with the stars still out.

    • Hot & harsh

      World: volcano

      Places that do not want you there — sun, red canyons, cracked ground, rivers of fire and mountains of scrap.

    • Strange & magic

      World: candy land

      Worlds that stopped obeying the rules: glowing crystal, giant mushrooms, frosting hills, a graveyard at midnight.

    • Indoors & machines

      World: reactor

      A roof over your head — catwalks over glowing pits, a white lab, a tower floor, torch-lit stone the sun never finds.

    The nine you can walk into

    These ones are not a picture around you — they are a building. The engine draws a floor plan, hangs the doors, puts the furniture in and fills the rooms with people, and then your story happens inside it.

    • World: mansionA whole house: front hall, kitchen, living room, bedrooms, a study, a cellar, a garage and a garden. Or write house.
    • World: castleGatehouse, courtyard, great hall, throne room, armoury, chapel, kitchens — and the dungeon cells far below. Or write palace, or κάστρο.
    • World: schoolMain lobby, locker halls, classrooms, a science lab, an art room, a gym, a library, a cafeteria and the playground.
    • World: pizza shopShop floor, till, prep kitchen, stockroom, loading bay and a food court. Write shop, bakery, market or restaurant too.
    • World: officeReception, open plan, meeting rooms, a boardroom, a kitchenette, the archive — and a server room behind a keycard.
    • World: haunted houseAn old hotel that never checked out: grand foyer, ballroom, nursery, cellar, room 13 and a secret passage. Or write hotel.
    • World: hospitalReception, waiting room, wards, an operating theatre, a pharmacy store, a lab, the morgue and a sealed quarantine.
    • World: prisonFront gate, cell blocks, guard posts, the mess hall, the exercise yard and the warden’s office watching all of it.
    • World: cryptStone chambers under the ground — cells, a bone chamber, a candle chapel, a trap hall and a treasury. Or write dungeon.
    • A brand-new layout every time

      The rooms are planned fresh the moment the game loads. Play your game twice and the way through is different — your story still works, because you name rooms, not corners.

    • Somebody already lives there

      Guards, cooks, pupils, nurses, shoppers — they walk about and talk on their own. So write only the characters your story actually needs.

    • One door wants a key

      Most buildings lock one to three doors and hide the keys that open them in rooms inside. A school always locks exactly one; a house, a shop or an office sometimes locks none at all — so never make finding a key the whole story. Walk into a locked door and it tells you what it wants. Do not write a key of your own — the building already made one, and in the office, the hospital and the prison it is a keycard.

    Say which room with at:

    Put a room name after at: and that is where the person or the thing will be. Write it on the Character line, or on its own line underneath. Name a room and the building is planned to have it — every room word each building knows is listed in the 🌎 Worlds part of the reference below.

    World "haunted house":
      Character "Ghost" at: ballroom
        say Nobody has danced here in a hundred years…
      Character "Caretaker":
        at: grand foyer
        say Mind the cellar. And the attic. And room 13.
      item 🕯️ candle at: library
    
    Win when: player has candle
    Try it in the studio
    1. Character "Ghost" at: ballroomthe Ghost is standing in the ballroom when you push the door open
    2. at: grand foyerthe same thing on its own line, tucked under the Character
    3. item 🕯️ candle at: librarythe candle is waiting on a shelf in the library, in whichever corner the library lands this time

    The two buttons in the studio

    • opens the picker with every place on one shelf — tap one and it writes the World: line into your story for you.
    • shuffles the same place into a brand-new layout: same castle, rooms in new corners. Press it as often as you like.

    A whole game inside a building

    Three people in three rooms, one thing to carry back, and a school that lays itself out differently every single time. Nothing else is needed — the pupils, the desks and the locked door come with the world.

    Title: The Missing Register
    Story: Somebody hid the class register somewhere in the school.
    Ending: The register is back on the desk — Miss Rowan cannot believe it! 📚
    
    World "school":
      Character "Miss Rowan" at: classroom 1a
        say My register is gone! Somebody hid it in the science lab.
        wants: 📓 register
        gives: ⭐ gold star
      Character "Kostas" at: cafeteria
        say I saw someone run past with a notebook…
      Character "Alex" at: science lab
        say Fine — I only wanted one day off school.
      item 📓 register at: science lab
    
    Win when: player has gold star
    Reference

    Every line you can write

    Grouped by what you are building. Each line has a plain description and a small example, and every example opens in the studio and builds live.

    Story, ending & winning

    6 lines

    Set the name, the opening narration, the win-screen text and (optionally) a global win rule. These go at the very TOP of your game.

    Title: The Lost Puppy

    A name for your game — shown on the win screen.

    Goal: Bring the bone to Pip

    A one-line hint the player always sees, so they know what to do.

    Story: A dragon woke in the cave.

    A line of opening narration before the game starts. Stack several. No quotes — the text is the rest of the line.

    Ending: You saved the village! 🎉

    The text shown on the win screen.

    Ending "good": … + win good

    MULTIPLE endings: name several Ending lines, then finish a branch with win <name> — whichever the player reaches decides the win-screen text.

    Ending "good": The city is saved!
    Ending "bad": The dragon won...
    
    Character "King":
      if choice is "Fight":
        win good
      if choice is "Flee":
        win bad
    Try it in the studio
    Win when: defeat all

    An optional global win rule. See “Winning & losing” for every form.

    also written as
    • title
    • goal
    • story / intro
    • ending / outro / finale
    • win when / win if / win
    • lose when / lose if / fail when / game over when

    Worlds

    6 lines

    Where your game happens. Optional — a game works without one. Write 2+ worlds and they auto-connect with a portal. Characters, enemies and items written under a World live there.

    World "Forest":

    A scene. Pick a name — or any English/Greek phrase like “Spooky Castle” maps to the closest world. Up to 6 worlds.

    World "Snow":
      Character "Yeti":
        say Brrr! Welcome to the peak!
    Try it in the studio
    in: dungeon

    Put ONE character in a specific world (instead of indenting under it).

    Character "Guard":
      in: dungeon
    Try it in the studio
    music: horror

    A mood just for THIS world — stepping through its portal switches the soundtrack (the top-level Music: plays everywhere else).

    World "cemetery":
      music: horror
    Try it in the studio
    World "castle":

    A GENERATED place: a real building with rooms, furniture and people already living in it. Nine words build one — castle, school, shop, office, haunted house, hospital, prison, dungeon, house. Every time the page loads, the rooms are laid out fresh.

    Title: The Stolen Crown
    Story: The crown vanished from the throne room at dawn.
    Ending: The crown is back — the whole castle cheers! 👑
    
    World "castle":
      Character "King" at: throne room
        say My crown is gone! Someone hid it in the dungeon cells.
        wants: 👑 crown
        gives: 🏅 royal medal
      Character "Cook" at: kitchens
        say I saw the steward sneak down to the cells with a sack…
      Character "Steward" at: dungeon cells
        say Fine, take it back. I only borrowed it!
      item 👑 crown at: dungeon cells
    
    Win when: player has royal medal
    Try it in the studio
    at: throne room

    Put a character, an item or an enemy IN a named room of a generated place — on the Character line, or as its own line underneath. Name a room and the building is planned to have it.

    World "haunted house":
      Character "Ghost" at: ballroom
        say Nobody has danced here in a hundred years…
      Character "Caretaker":
        at: foyer
        say Mind the cellar. And the attic. And room 13.
      item 🕯️ candle at: library
    Try it in the studio
    🗝️ locked doors

    A generated place locks one to three doors by itself and drops the matching keys somewhere inside — a school always locks exactly one, and a house, a shop or an office sometimes locks none. Walk into a locked door and it tells you which key you need; pick the key up and the door opens. Don't write your own key item — the building already has one.

    generated places
    • castle
    • school
    • shop / pizza shop
    • office
    • haunted house / hotel
    • hospital
    • prison
    • dungeon
    • house
    castle rooms
    • gatehouse
    • courtyard
    • throne room
    • great hall
    • armoury
    • treasury
    • chapel
    • kitchens
    • dungeon cells
    • tower
    • passage
    school rooms
    • lobby
    • classroom
    • science lab
    • art room
    • music room
    • gym
    • cafeteria
    • library
    • principal's office
    • locker hall
    • bathroom
    • playground
    • corridor
    shop rooms
    • shop floor
    • counter
    • kitchen
    • stockroom
    • office
    • loading bay
    • food court
    • toy store
    • bookshop
    • sweet shop
    • parking lot
    office rooms
    • reception
    • open plan
    • meeting room
    • boardroom
    • ceo's office
    • server room
    • kitchenette
    • archive
    • corridor
    haunted house rooms
    • grand foyer
    • ballroom
    • library
    • room 13
    • nursery
    • dining hall
    • cellar
    • attic
    • secret passage
    • long corridor
    hospital rooms
    • reception
    • waiting room
    • ward a
    • ward b
    • surgery
    • lab
    • pharmacy
    • isolation
    • morgue
    • nurses' station
    • corridor
    prison rooms
    • intake
    • cell block a
    • cell block b
    • the yard
    • mess hall
    • control room
    • guard post
    • vents
    • warden's office
    • main gate
    dungeon rooms
    • crypt entrance
    • bone chamber
    • cells
    • shrine
    • treasury
    • trap hall
    • boss hall
    • passage
    house rooms
    • front hall
    • living room
    • kitchen
    • dining room
    • bedroom
    • kids room
    • bathroom
    • study
    • attic
    • cellar
    • garage
    • garden
    good to know
    • a generated place already has people in it — guards, cooks, pupils, nurses — so write only the characters your story needs
    • Greek room words work too (κουζίνα, αυλή, κελί)
    • in the studio the 🌍 chip opens the world picker and writes the World: line for you, and 🎲 beside it shuffles the same place into a brand-new layout
    • Mode: waves and Mode: horde keep the open arenas — a building is for story games
    nature
    • forest
    • jungle
    • autumn
    • savanna
    gentle & bright
    • sakura
    • meadow
    dusk
    • twilight
    frozen
    • snow
    • tundra
    dry
    • desert
    • canyon
    • badlands
    coast & water
    • beach
    • reef
    • swamp
    hostile
    • volcano
    • cemetery
    mystic
    • crystal
    • mushroom
    • candy
    • moon
    urban & indoors
    • city-day
    • city-night
    • dungeon
    • house
    good to know
    • dungeon + house + reactor/lab/tower are indoor rooms
    • cemetery/volcano/city-night/dungeon/crystal/mushroom/city-slums/city-neon/reactor/tower are dark
    • house has no ambient danger unless you add enemies
    • city streets have parked cars — press E to steal a ride (Shift = nitro)
    • for an industrial saga: slums → wasteland → reactor → tower
    also written as
    • world
    • scene
    • place
    • level

    Characters & talking

    2 lines

    People the player walks up to (press E) and talks with. Everything a character does is indented 2 spaces under it. Up to 24 characters.

    Character "Mara":

    Adds someone to talk to. Put their looks, lines and choices on the lines below, each indented 2 spaces.

    Character "Mara":
      say Hi, I'm Mara!
    Try it in the studio
    say Welcome!

    A line the character speaks. No quotes — the text is just the rest of the line. Stack several for more pages (up to 12).

    Character "Mara":
      say Welcome!
      say Pick a door.
    Try it in the studio
    also written as
    • character
    • char
    • npc
    • person
    • people
    • hero

    How a character looks

    8 lines

    Style a character’s gender, hair, clothes and skin — each on its own line under the character. Unknown colours just stay random.

    gender: girl

    Make the character a girl or a boy (girl · boy · man · woman).

    Character "Mara":
      gender: girl
    Try it in the studio
    model: wizard

    The exact 3D body — wizard, witch, king, farmer, police, pirate, astronaut, zombie and more (full list below). Shared outfits like suit, worker and soldier follow gender: — add gender: girl for the woman's cut. Skip it and the gender/colours pick one.

    Character "Merlin":
      model: wizard
    Try it in the studio
    hair: long blonde

    Hair colour. Write “long” before the colour for long hair.

    hair: long brown
    wears: red

    Shirt colour (also written “clothes:”).

    wears: blue
    dress: purple

    Give them a dress in this colour (also makes the character a girl).

    dress: pink
    pants: navy

    Trouser colour.

    pants: black
    skin: tan

    Skin tone (pale · fair · medium · olive · tan · brown · dark).

    skin: olive
    looks like a woman with black hair

    Describe somebody in a whole sentence instead of a list — the game reads the girl or boy, the hair, the dress, the shirt and even the body out of it. “looks: a witch in a purple dress” does the same. A trait line you also wrote always wins.

    Character "Nell":
      looks like a woman with long black hair
      say I have watched this road for years.
    
    Character "Sable":
      looks: a witch in a purple dress
      say Mind the third step.
    Try it in the studio
    hair
    • black
    • brown
    • blonde
    • red / ginger
    • grey / silver
    • white
    • blue
    • pink
    • purple
    • green
    clothes
    • red
    • blue
    • navy
    • green
    • yellow
    • orange
    • purple
    • pink
    • black
    • white
    • grey
    • brown
    • teal
    • cyan
    • gold
    • maroon
    model
    • wizard
    • witch
    • king
    • queen
    • princess
    • police
    • adventurer
    • man
    • woman
    • hero
    • runner
    • cube
    • pirate
    • farmer
    • worker
    • punk
    • suit
    • astronaut
    • beach
    • hoodie
    • casual
    • medieval
    • scifi
    • formal
    • soldier
    • swat
    • mech
    • robot
    • ghost
    • drone
    • bee
    • zombie
    • skeleton
    • slime
    • golem
    • alpaca

    Choices & branching

    3 lines

    Let the PLAYER decide. Indent what happens 2 more spaces under the choice. Up to 3 choices per menu.

    if choice is "Help them":

    A tappable button. The indented lines run if they pick it.

    Character "Guard":
      if choice is "🟥 Red door":
        say Fire room! You win!
        win
      if choice is "🟦 Blue door":
        say Treasure! You win!
        win
    Try it in the studio
    Ask about the siren -> say Something is loose.

    A whole choice on ONE line — the button, an arrow, then what happens. It becomes a real if choice is menu, so stack two or three. Also written => or →.

    Character "Mara":
      say The siren has not stopped since dawn.
      Ask about the siren -> say Something is loose up there.
      Run for the gate -> win
    Try it in the studio
    else:

    The other branch of the gate right above it.

    if player has key:
      say It fits!
    else:
      say Locked.

    Memory & conditions

    5 lines

    Make the game remember the player — what they carry, who they’ve met, how a counter stands. Pair any of these with else: for the other case.

    if player has key:

    Runs if the player is carrying the item. Add a number for “at least N”.

    if player has 3 gems:
      say Rich!
    if talked before:

    Different lines the FIRST time vs. when the player returns.

    if talked before:
      say Good to see you again!
    else:
      say Nice to meet you!
    if talked to "Mara":

    Runs only after the player met that OTHER character — this sets the ORDER.

    Character "Mara":
      say Tell the Shopkeeper I sent you.
    
    Character "Shopkeeper":
      if talked to "Mara":
        say Mara sent you!
      else:
        say Go talk to Mara first.
    Try it in the studio
    if coins is 10:

    A counter gate — runs when your counter reaches a number. Works with is / >= / <= / = / > / <.

    if coins >= 3:
      say You can afford it.
    if warmer and player has gift:

    AND-gate — join any conditions with “and” (2+). Opens ONLY when every one is true. There is no “or” — write separate gates instead.

    Character "Ana":
      say The door needs my blessing AND the key.
    item 🗝️ key
    
    Character "Door":
      if talked to "Ana" and player has 🗝️ key:
        say The door opens!
        win
    Try it in the studio
    ways to check a counter
    • if coins is 5
    • if coins >= 5
    • if coins at least 5
    • if coins equals 5
    • if coins reaches 5
    • if coins hits 5

    Quests & items

    8 lines

    Give the player something to fetch — and a reward. wants:/gives:/give belong to the character above them; item drops in the world.

    wants: key

    A fetch quest — this character asks the player to bring this item.

    Character "Guard":
      wants: key
    Try it in the studio
    gives: medal

    The reward handed over when the wants: quest is finished.

    Character "Guard":
      wants: key
      gives: medal
    Try it in the studio
    give 🔦 torch

    A gift — straight into the backpack, no quest needed.

    Character "Wizard":
      say Take my torch!
      give 🔦 torch
    Try it in the studio
    item 🔦 torch

    A thing lying in the world to pick up. Put an emoji in the name — or leave it out and one is guessed.

    item 🧪 potion heals 30

    A USABLE item — pick it up, open your bag (I) and Use it. “heals N” restores HP.

    item 🧪 potion heals 30
    item 📦 clip ammo 20
    item 🔋 cell gives 20 ammo
    Try it in the studio
    item 🪙 coin x10

    Scatter N copies across the world (up to 30). Add @world to place them in a named world.

    item 🪙 coin x10 @beach
    Try it in the studio
    item 🗺️ map at far north

    Compass placement — put an item WHERE you want it: at [far] north, south, east, west or center. Plain words, no coordinates.

    item 🗺️ map at far north
    item 🔑 key at east
    item 🔮 orb at the middle
    Try it in the studio
    Quest "The Journey":

    A multi-step quest — list steps (talk to / get / defeat) indented below. The HUD tracks the current one, the ◆ marker leads to it, each step auto-advances, and finishing the LAST step WINS. No separate Win when needed.

    Character "Rowan":
      say Safe travels.
    item 🌿 herb
    Enemy "Warden":
      kind: golem
    
    Quest "The Journey":
      talk to Rowan
      get 🌿 herb
      defeat Warden
    Try it in the studio
    usable items
    • heals N (restore HP)
    • ammo N / refills N / reloads N (refill your gun)
    quest steps
    • talk to <Character>
    • get <item>
    • defeat <Enemy> (up to 12, run in order)
    step words that mean the same
    • get = collect / find / bring / fetch / grab
    • defeat = kill / beat / slay

    Enemies

    8 lines

    Foes to fight — and the loot they drop. Traits go indented under the enemy. Up to 16 enemies.

    Enemy "Skeleton":

    A foe appears and the fight can begin — the game hands the player a weapon.

    kind: zombie

    The creature type. Many everyday synonyms map in too (dragon→wyrm, giant/troll→golem, android→robot, werewolf→wolf, wizard/goblin→raider…).

    Enemy "Biter":
      kind: zombie
    Try it in the studio
    drops 💰 gold

    What it drops when defeated (feeds fetch quests too).

    Enemy "Goblin":
      drops 💰 gold
    Try it in the studio
    drops 5 gold

    How much GOLD it pays when defeated — real coins drop on the floor and you run over them. A range like drops 3-8 gold rolls a different bounty each kill.

    Enemy "Goblin":
      drops 5 gold
    Enemy "Ogre":
      drops 3-8 gold
    Try it in the studio
    count: 6

    Spawn EXACTLY this many. The moment ANY enemy has a count, the game spawns your exact roster instead of a random mix.

    Enemy "Skeleton":
      count: 8
    Enemy "Zombie":
      count: 2
    Try it in the studio
    tier: 3

    How tough — 1 to 50. See the tier table below.

    Enemy "Titan":
      kind: raider
      tier: 25
    Try it in the studio
    fights: ranged

    HOW it fights. ranged keeps its distance and fires dodgeable bolts, flanker circles to your side and pounces, support heals its wounded friends (kill it first!), swarm rushes in a pack. Synonyms work too: archer, assassin, healer…

    Enemy "Bone Archer":
      kind: skeleton
      fights: ranged
    Try it in the studio
    hp: 300 · speed: 4 · dmg: 25

    Tune ONE foe’s statline exactly (hp 1–5000, speed 1–30, dmg 0–200). Tier multipliers still apply on top.

    Enemy "Tank":
      kind: raider
      hp: 300
      speed: 4
      dmg: 25
    Try it in the studio
    kind:
    • raider
    • zombie
    • drone
    • mummy
    • skeleton
    • dog
    • wolf
    • robot
    • slime
    • bat
    • spider
    • ghost
    • wyrm
    • golem
    fights:
    • melee
    • swarm
    • ranged
    • flanker
    • support
    also written as
    • enemy
    • monster
    • foe
    • villain
    • boss
    • tier: = level:

    Enemy tiers · 1 to 50

    5 lines

    One number sets how tough a foe is. Set it and it is EXACTLY that tier — no random escalation. Higher = more HP, more damage, bigger, hotter colour.

    tier: 1

    ① grunt — the baseline.

    tier: 3

    ③ elite — 4× a grunt’s HP.

    tier: 4

    ④ boss-class — 8× HP, purple.

    tier: 10

    ⑩ apex — ~95× HP, white-hot.

    tier: 50

    ULTRA — a bullet-sponge with ~2000× a grunt’s HP.

    Bosses

    6 lines

    Turn any enemy into a BOSS — telegraphed attacks, escalating phases and its own HP bar. Then give the fight some theatre: let it TALK, and stage it in an arena the player walks into.

    attacks: slam volley charge summon

    Makes the enemy above a boss: telegraphed patterns + a dedicated HP bar. Pick any of the four moves.

    Enemy "Raider"
    Enemy "Smoke Dragon":
      kind: drone
      attacks: slam volley charge
    Try it in the studio
    attacks: slam volley / charge / summon

    Slashes design the FIGHT PER PHASE: each segment is that phase’s move set — phase 1 slams and shoots, phase 2 only charges, phase 3 summons. Phases follow your segments automatically.

    Enemy "Raider"
    Enemy "Golem King":
      attacks: slam volley / charge / summon
    Try it in the studio
    phases: 3

    How many HP phases (1–3) before it dies. Adding phases alone also makes a boss.

    Enemy "Raider"
    Enemy "Golem":
      attacks: slam charge
      phases: 3
    Try it in the studio
    says: You should not have come here.

    One line per HP phase, in order. The first opens the fight — the boss stands up, the camera goes to its face and it says this. The next lines land when the fight turns to phase 2 and 3. Writing one also stages the fight (see arena:).

    Enemy "Raider"
    Enemy "Iron Warden":
      attacks: slam volley / charge / summon
      says: You should not have come here.
      says: Enough. Now you see me.
      says: I have held this tower for a hundred years!
    Try it in the studio
    last words: The tower... falls...

    What it says as it goes down. The victory beat waits for it, so beating a boss ends on a sentence instead of a health bar hitting zero.

    Enemy "Raider"
    Enemy "Iron Warden":
      attacks: slam charge
      says: You should not have come here.
      last words: The tower... falls...
    Try it in the studio
    arena: 30

    How close you must come before the fight starts. Until then the boss holds its post inside a circle drawn on the ground: no HP bar, no chasing, no attacks. Step in (or land the first hit) and the circle lights up.

    Enemy "Raider"
    Enemy "Iron Warden":
      attacks: slam volley / charge
      arena: 30
    Try it in the studio
    moves
    • slam
    • volley
    • charge
    • summon
    how each attack warns you
    • 💥 slam — orange circle
    • ✳️ volley — violet lines
    • ➡️ charge — yellow lane
    • 👾 summon — green rings

    Allies & companions

    4 lines

    Give the player a friend who follows them and fights the enemy the player has selected, or else the nearest one (and can fall in battle).

    Ally "Rex":

    A companion with a green nameplate.

    kind: dog

    What creature the ally is (same types as enemies).

    Ally "Rex":
      kind: dog
    Try it in the studio
    count: 5

    Field a SQUAD — up to 20 companions at once.

    Ally "Rex":
      kind: dog
      count: 5
    Try it in the studio
    in: forest

    Which world the companion waits in. An Ally written BEFORE any World belongs to no world at all — that one is YOUR squad, and it follows you through every portal.

    Ally "Rex":
      kind: dog
      in: forest
    Try it in the studio
    also written as
    • ally
    • companion
    • partner
    • sidekick
    • friend
    • buddy
    • pet

    Relationships & mood

    4 lines

    Characters remember how you treat them. Change their trust, then react when they warm up or turn cold — they can even join you or turn against you. Trust starts at 2: warmer opens at 3 or more, neutral is exactly 2, colder is 1 or less.

    trust_mara + 3

    Raise (or lower with -) how a character feels about you. Use trust_<name>.

    Character "Mara":
      if choice is "Help her":
        trust_mara + 3
    Try it in the studio
    if warmer:

    Runs when they trust you more. Also “if colder:” and “if neutral:”.

    Character "Mara":
      if warmer:
        say I trust you now!
        join me
    Try it in the studio
    join me

    This character becomes your ally and fights for you.

    if warmer:
      join me
    turn hostile

    This character becomes an enemy and attacks you.

    if colder:
      turn hostile

    Score & counters

    3 lines

    Keep numbers that go up (or down) as the player plays — the built-in score, or your own named counters — then win when one hits a target.

    score + 10

    Give points. Win with “Win when: score is 30”.

    if choice is "Grab the gem!":
      score + 10
    coins + 5

    Your OWN counter with any name. Add, or subtract with “coins - 2”.

    if choice is "Open the chest":
      coins + 5
    set coins to 0

    Set a counter to an exact value (also “coins = 10”).

    Character "Banker":
      say Let's start fresh.
      set coins to 0
    Try it in the studio
    other ways to give points
    • score + 10
    • score 10
    • add 10 points
    • +10 points
    • 10 points

    Gold & shops

    6 lines

    The loot loop: enemies and chests pay gold, a merchant sells gear for it. The moment your story says “gold” anywhere, the 🪙 purse shows in the corner and the shop charges gold instead of points.

    drops 5 gold

    This enemy pays 5 gold when defeated — coins fall at the corpse and you pick them up.

    Enemy "Goblin":
      drops 5 gold
    Try it in the studio
    drops 3-8 gold

    A range: every kill pays somewhere between 3 and 8 gold.

    Enemy "Ogre":
      drops 3-8 gold
    Try it in the studio
    sells sword for 30 gold

    This character sells things. A market stall opens near the start of the world, and you can also trade straight from their dialogue. A weapon name (sword, hammer…) is wielded the moment you buy it; anything else goes into your bag.

    Character "Merchant":
      say Best prices in town.
      sells sword for 30 gold
      sells 🧪 potion for 10 gold
    Try it in the studio
    gives 20 gold

    The character hands you 20 gold on the spot.

    Character "Elder":
      say Well done.
      gives 20 gold
    Try it in the studio
    gives: 30 gold

    With a wants: line, the gold is the REWARD for the quest — paid when you hand the thing over.

    Character "Elder":
      wants: crystal
      gives: 30 gold
    Try it in the studio
    if gold is 50:

    Gold is a counter like any other, so you can gate a line on it or win with it.

    Character "Guard":
      if choice is "Sell the ruby":
        gold + 100
      if gold is 50:
        say You look rich!
    
    Win when: gold is 100
    Try it in the studio
    weapons you can sell:
    • sword
    • dagger
    • hammer
    • pistol
    • smg
    • shotgun
    • crossbow
    • blaster

    Things that happen

    10 lines

    A When block is your director's chair. Everything else says what the world CONTAINS — a When block says what HAPPENS in it: the bridge falls when you reach it, the alarm howls after two minutes, three guards drop in when the door opens. When … fires once. Whenever … fires every time it comes true.

    When player reaches the bridge:

    the player walks up to a place, a person or a thing — name a World, a Character, or an item

    item 🌉 bridge
    
    When player reaches the bridge:
      say The bridge groans — and drops into the dark.
      raise bridge_down
    Try it in the studio
    When 90 seconds pass:

    the clock — also "2 minutes pass" or "after 30 seconds"

    When 90 seconds pass:
      say The alarm starts howling.
      raise alarm
    Try it in the studio
    When the alarm rises:

    something the story remembers went up — raise it in another When block or read it with if

    World "yard":
      Enemy "Guard":
        kind: raider
    World "vault":
    
    When the alarm rises:
      send in 3 Guard
      open the way to vault
    Try it in the studio
    When Grix dies:

    an enemy of that name goes down — with Whenever it fires on every one of them

    Enemy "Grix":
      kind: raider
    
    When Grix dies:
      say The pack scatters.
      score + 50
    Try it in the studio
    When player is hurt:

    the player takes a hit — a Character can shout a line right into the fight

    When player is hurt:
      Mara says Keep your head down!
    Try it in the studio
    When health drops below 30:

    health falls that low — also "health is low"

    When health drops below 30:
      give 🧪 potion
    Try it in the studio
    Whenever 30 seconds pass:

    Whenever repeats forever — a timer that re-arms every 30 seconds. When would fire only once.

    Enemy "Guard":
      kind: raider
    
    Whenever 30 seconds pass:
      send in 2 Guard
    Try it in the studio
    When quest The Council is done:

    a quest finished — or "step 1 of The Council is done" for one step of it

    Character "Rowan":
      say Bring me the seal.
    item 🔑 seal
    
    Quest "The Council":
      talk to Rowan
      get 🔑 seal
    
    When quest The Council is done:
      say The doors open.
    Try it in the studio
    play the warning

    cue a Cutscene you wrote — the camera takes over at exactly this moment

    World "city":
      Character "Mara":
        say The bridge is out.
    World "bridge":
    
    Cutscene "the warning":
      when talked to Mara
      look at Mara
      shake
    
    When player reaches bridge:
      play the warning
    Try it in the studio
    only once / every time

    Change your mind inside the block — “only once” makes a Whenever fire a single time, “every time” makes a When repeat forever. The line inside beats the word at the top.

    Enemy "Guard":
      kind: raider
    
    Whenever 30 seconds pass:
      send in 2 Guard
      only once
    Try it in the studio
    Moments you can wait for:
    • player reaches X
    • 90 seconds pass
    • X rises
    • X dies
    • player is hurt
    • health drops below N
    • quest X is done
    • step 1 of X is done
    Things a When block can do:
    • say …
    • Name says …
    • send in 3 X
    • raise X
    • give X
    • open/close the way to X
    • start quest X
    • play <Cutscene>
    • score + N
    • coins + N
    • set coins to N
    • win
    • lose
    other ways to say “reaches”
    • player arrives in X
    • player gets to X
    • player enters X
    • player walks into X
    • player steps onto X
    • player comes to X
    • player is near X
    • we get to X

    Cutscenes — the camera

    13 lines

    A cutscene is you DIRECTING a moment instead of just staging it. The camera takes over, black bars come down, the HUD goes quiet — you frame a face, hold, pan to the thing they were meant to notice, shake, fade — and then control comes back exactly where the player left it. Any key (or a tap) skips it, at any moment.

    Cutscene "the warning":

    Opens a cutscene. Put the lines under it in the order they should happen — it reads like a little screenplay.

    World "city":
      Character "Mara":
        say They sealed the gate.
    
    Cutscene "the warning":
      when talked to Mara
      look at Mara
      Mara says They are already inside the gate.
      wait 1
      shake
      fade out
    Try it in the studio
    when talked to Mara

    WHEN it plays. Also: when player has key · when coins is 10 · when quest "The Journey" is done. It plays once, the first time that becomes true.

    World "city":
      Character "Mara":
        say They sealed the gate.
    
    Cutscene "the warning":
      when talked to Mara
      look at Mara
    Try it in the studio
    at start

    The opening shot — plays once, right as the world finishes rising.

    World "city":
      Character "Mara":
        say They sealed the gate.
    
    Cutscene "the opening":
      at start
      look around
      say The siren has not stopped since dawn.
    Try it in the studio
    look at Mara

    Point the camera at someone (or something) and hold there. Add "for 3" to hold longer.

    World "city":
      Character "Mara":
        say They sealed the gate.
    
    Cutscene "c":
      when talked to Mara
      look at Mara
      look at Mara for 3
    Try it in the studio
    look around

    Pull back and show the whole place — an establishing shot.

    World "city":
      Character "Mara":
        say They sealed the gate.
    
    Cutscene "c":
      at start
      look around
    Try it in the studio
    look at me

    Frame the hero, from the front.

    World "city":
      Character "Mara":
        say They sealed the gate.
    
    Cutscene "c":
      at start
      look at me
    Try it in the studio
    Mara says Run!

    A line delivered IN the world — their name above it, no panel, no buttons.

    World "city":
      Character "Mara":
        say They sealed the gate.
    
    Cutscene "c":
      when talked to Mara
      look at Mara
      Mara says Run!
    Try it in the studio
    say The street is empty.

    Narration — a line nobody speaks.

    World "city":
      Character "Mara":
        say They sealed the gate.
    
    Cutscene "c":
      at start
      say The street is empty.
    Try it in the studio
    wait 2

    Hold on this shot for 2 seconds (up to 6), so a line can land.

    World "city":
      Character "Mara":
        say They sealed the gate.
    
    Cutscene "c":
      at start
      look at me
      wait 2
    Try it in the studio
    shake

    Punch the camera — a blast, an impact, a door slamming.

    World "city":
      Character "Mara":
        say They sealed the gate.
    
    Cutscene "c":
      at start
      look around
      shake
    Try it in the studio
    fade out

    Fade the screen to black. "fade in" brings it back.

    World "city":
      Character "Mara":
        say They sealed the gate.
    
    Cutscene "c":
      at start
      look around
      fade out
    Try it in the studio
    Cutscene inside a World

    A Cutscene INDENTED inside a World belongs to that world: it plays the first time the player arrives there. Each world can have its own opening shot — and in the world the game starts in, that IS the opening of the game.

    World "city":
      Character "Mara":
        say They sealed the gate.
    World "reactor":
      Cutscene "arriving":
        look around
        say The air tastes like iron.
    Try it in the studio
    when player reaches Reactor

    The same moment, written at the far left: the first time the player reaches that World. Also: when the player arrives in X · when we get to X · when you enter X.

    World "city":
      Character "Mara":
        say They sealed the gate.
    World "reactor":
      Character "Ash":
        say You should not be here.
    
    Cutscene "arriving":
      when player reaches Reactor
      look at Ash
    Try it in the studio
    look at:
    • Character
    • Enemy
    • Ally
    • item
    • me
    • around
    when:
    • when talked to X
    • when player has X
    • when coins is N
    • when quest X is done
    • when player reaches <World>
    • at start
    other ways to open the “when” line
    • when X
    • after X
    • once X
    • plays when X
    • starts when X
    • at start = at the beginning / when the game starts / at once / straight away

    Loops — repeat without copy-pasting

    3 lines

    Make many of something in one go — a pile of coins, a pack of enemies, a row of named guards. What it repeats is indented 2 more spaces. Up to 30 per loop.

    loop 6:

    Repeat the next block 6 times.

    World "beach":
      loop 6:
        item 🪙 coin
    Try it in the studio
    loop 3 as $i:

    Number each copy — $i becomes 1, 2, 3… great for unique names.

    loop 3 as $i:
      Character "Guard $i":
        say I am guard $i!
    Try it in the studio
    loop over coin, gem, star as $x:

    Repeat once per item in your list — $x becomes each value.

    loop over coin, gem, star as $x:
      item 🍀 $x
    Try it in the studio
    also written as
    • loop 6:
    • for 6:
    • for 6 times:
    • repeat 6 times:
    • loop over a, b, c:
    • repeat over a, b, c:
    • as $i = as i

    Sneaking past guards

    4 lines

    Normally an enemy knows where you are the moment the game starts, and walks at you forever. A GUARD does not. It walks its own route, and it has to actually SEE you — in front of it, close enough, and with no wall in the way. Get behind it, stay in cover, or crouch (C, or the 🤫 button) to move in total silence. Watch its head: ❓ means it heard something, ❗ means it has you, 👁 means it is hunting where it last saw you. Break line of sight and it cools down and goes back to its route.

    Stealth: on

    turns the whole game into a sneaking mission — every enemy becomes a guard, and you get crouch

    Stealth: on
    
    World "outpost":
      Enemy "Guard":
        kind: raider
    Try it in the studio
    guards: yes

    makes just THIS enemy a guard — the others still chase the way they always did. You can also write what it is guarding: guards: the bridge

    World "outpost":
      Enemy "Sentry":
        kind: drone
        guards: yes
    Try it in the studio
    sees: 30

    how far this guard's eyes reach, in steps (8 to 60). Writing it also makes the enemy a guard.

    World "outpost":
      Enemy "Watchman":
        kind: raider
        sees: 30
    Try it in the studio
    When spotted rises:

    the moment any guard spots you, the story remembers it as «spotted» — so a When block can decide what the alarm actually does

    Stealth: on
    
    World "outpost":
      Enemy "Guard":
        kind: raider
    
    When spotted rises:
      say The whole yard is awake now.
      send in 3 Guard
    Try it in the studio
    What the mark over a guard's head means:
    • ❓ heard something
    • ❗ has seen you
    • 👁 hunting for you
    How loud you are:
    • C (or 🤫) crouch — silent
    • walking — heard close by
    • sprinting — heard far away

    Game type & weapon

    5 lines

    By default you make a STORY. Add ONE line to make a different KIND — and pick the weapon you fight with.

    Mode: parkour

    A floating-platform jump course from your title. Leap to the goal — race the clock for medals and your own ghost replay.

    World "sky":
    Mode: parkour
    Try it in the studio
    Mode: waves

    A wave battle to a boss finale.

    Mode: waves
    Enemy "Grunt":
      kind: raider
    Try it in the studio
    Waves: 10

    How many waves the battle runs (1–50; default 5). Only in Mode: waves.

    Mode: waves
    Waves: 10
    Enemy "Grunt":
      kind: raider
    Try it in the studio
    Mode: horde

    An endless survival arena — one flat place, no portals, and enemies that never stop coming and grow stronger every minute. Every level-up deals you cards: pick a new power. Your own enemies become the roster (leave them out and the game brings its own). Last 15 minutes and you win.

    Mode: horde
    
    World "badlands":
      Enemy "Grunt":
        kind: raider
      Enemy "Biter":
        kind: zombie
    Try it in the studio
    Weapon: shotgun

    The weapon the player starts with (shows even in a story).

    Weapon: sword
    Try it in the studio
    Mode:
    • story (default)
    • waves
    • parkour
    • horde
    everyday words for each Mode
    • story = adventure / normal
    • waves = battle / combat / arena
    • parkour = platformer / jump
    • horde = survival / endless
    Weapon:
    • pistol
    • smg
    • shotgun
    • crossbow
    • blaster
    • dagger
    • sword
    • hammer

    Music

    1 lines

    Pick the background music mood for your game. Leave it out and each world picks its own (and it changes as you travel through portals).

    Music: fantasy

    Set the soundtrack mood.

    Music: battle
    Try it in the studio
    moods
    • ambient
    • exploration
    • fantasy
    • battle
    • horror
    • mystery
    • town
    • cinematic
    • sad
    • victory
    • scifi
    • jazz_funk
    • menu

    Saving

    1 lines

    Long stories remember themselves. Your game saves on its own at the big moments — a new world, a quest taken or finished, the end of a chat — so a player who closes the tab comes back to a Continue button next to Start. Pressing Start still starts over, and finishing the game clears the save.

    Save: off

    Turn saving off — no Continue, every run begins at the beginning. Nice for a short score-attack game.

    Title: Coin Rush
    Save: off
    Try it in the studio
    Save:
    • on (default)
    • off

    Spells — free in every wave battle

    3 lines

    Every combat game hands the player all three for free, on keys 1, 2 and 3. They hit harder the higher you climb. (Unless your game uses MATERIA — see below — in which case the player starts with nothing and has to find each one.)

    1 · Fireball

    A hard-hitting fire blast with a small area of effect.

    2 · Thunder

    Lightning that chains between nearby foes.

    3 · Blizzard

    A ground blizzard that freezes and grinds enemies down.

    Materia — magic you find and equip

    5 lines

    Write teaches fire after any thing and it stops being a keepsake: it becomes a POWER. The moment your game has one, the three free spells go away — now the player starts with no magic at all and has to FIND it. Each one they find slots into one of 3 magic slots (the same 1, 2, 3 keys), so carrying four means choosing three. Slotting happens in the backpack: press I, then Equip. And a slotted power GROWS — every time it is cast it gets closer to its next ★, and more stars mean more damage and a bigger, wilder spell.

    item 🔥 fire crystal teaches fire

    leaves a power lying in the world — walk over it and it slots itself if you have a free slot

    Mode: waves
    
    World "cave":
      item 🔥 fire crystal teaches fire
      Enemy "Bat":
        kind: bat
    
    Win when: defeat all
    Try it in the studio
    give storm orb teaches lightning

    a character hands the power over: «the Sage teaches you the storm»

    Mode: waves
    
    World "cave":
      Character "Sage":
        say The storm is yours now.
        give storm orb teaches lightning
      Enemy "Bat":
        kind: bat
    
    Win when: defeat all
    Try it in the studio
    drops frost stone teaches ice

    an enemy drops it when it dies — the reward for the hardest fight

    Mode: waves
    
    World "cave":
      Enemy "Ice Wyrm":
        kind: wyrm
        drops frost stone teaches ice
    
    Win when: defeat all
    Try it in the studio
    sells ember shard teaches fire for 30 gold

    a shop sells it, so the player has to earn the gold first

    Mode: waves
    
    World "town":
      Character "Trader":
        sells ember shard teaches fire for 30 gold
      Enemy "Thief":
        kind: raider
        drops 12 gold
    
    Win when: defeat all
    Try it in the studio
    item 🔥 fire crystal teaches fire x2

    two copies of the same power: the spare one is an extra ★ straight away

    Mode: waves
    
    World "cave":
      item 🔥 fire crystal teaches fire x2
      Enemy "Bat":
        kind: bat
    
    Win when: defeat all
    Try it in the studio
    The three magics:
    • teaches fire
    • teaches lightning
    • teaches ice
    Other words that mean the same magic:
    • fire = flame
    • lightning = thunder, storm, spark
    • ice = frost, snow, blizzard
    How a power grows:
    • ★1 found it
    • ★2 6 casts
    • ★3 16 casts
    • ★4 32 casts
    • ★5 55 casts
    • +1 star per spare copy

    The Limit Break — your one enormous move

    4 lines

    A fight has no peak until you give it one. Write Limit: and name your hero's greatest move, and a meter appears in the corner. It fills every time you hit something — and MUCH faster every time something hits YOU, because this is a comeback: the meter arrives for the player who is losing. When it is full the bar turns gold and says the key. Then it is YOUR choice when to spend it: the camera swings round onto your hero, the world stops for a beat, the name of the move lands on the screen, and everything around you goes with it. A crowd is finished. A boss loses about a fifth of its bar — it is a fight you turned, not a fight you skipped.

    Limit: Omnislash

    names your hero's limit break — the meter appears the moment the game has a fight in it

    Mode: waves
    Limit: Omnislash
    
    World "cave":
      Enemy "Bat":
        kind: bat
        count: 8
    
    Win when: defeat all
    Try it in the studio
    Limit: Meteor after the reactor

    they LEARN it later: nothing at all until «the reactor» happens, then a banner says it is theirs. Any When block that raises the same name opens it.

    Mode: waves
    Limit: Meteor after the reactor
    
    World "cave":
      Enemy "Bat":
        kind: bat
    
    When 20 seconds pass:
      say The reactor tears open.
      raise the reactor
    
    Win when: defeat all
    Try it in the studio
    Limit: Star Fall after player has crystal

    learned by finding something — the move arrives with the crystal

    Mode: waves
    Limit: Star Fall after player has crystal
    
    World "cave":
      item 💎 crystal
      Enemy "Bat":
        kind: bat
    
    Win when: defeat all
    Try it in the studio
    Limit: Judgement after talked to Mara

    learned from a person — she teaches you, and the meter appears as you walk away

    Mode: waves
    Limit: Judgement after talked to Mara
    
    World "cave":
      Character "Mara":
        say Take this. You will need it.
      Enemy "Bat":
        kind: bat
    
    Win when: defeat all
    Try it in the studio
    How you unleash it:
    • Q on a keyboard
    • the 💢 button on a phone
    Other words that start the same line:
    • Limit:
    • Limit break:
    • Overdrive:
    • Ultimate:
    • Special move:
    Ways to say when the hero learns it:
    • after the reactor
    • after player has key
    • after talked to Mara
    • after quest "The Council" is done

    Winning & losing

    14 lines

    Always give the player a way to win. Put win / lose inside a choice or after a finished quest, or add a global “Win when:” rule at the top.

    win

    The player WINS here — shows your Ending text. Put it under the right choice.

    Character "Dragon":
      if choice is "Free the dragon":
        win
    Try it in the studio
    lose

    The player LOSES here — game over.

    if choice is "Touch the lava":
      lose
    Win when: defeat all

    Win by beating every enemy.

    Win when: defeat Warlord

    Win by defeating one named enemy or boss.

    Win when: survive

    Win by outlasting the waves.

    Win when: survive 300s

    TIMER — win when the clock runs out (survive 5 minutes). Great for a “hold on!” finale.

    Win when: reach Castle Peak

    Win by REACHING another world — walk through the portal. Needs 2+ worlds.

    Win when: player has crown

    Win the moment the player holds an item.

    Win when: player has carrot and onion and mushroom

    Win by holding a WHOLE SET — a recipe or collect-them-all.

    Win when: defend Rex for 90s

    ESCORT — hold out 90 seconds while an Ally stays alive.

    Win when: talked to Mara

    Win once the player has spoken to a character.

    Win when: score is 30

    Win when the score (or your own counter) reaches a number.

    Lose when: time > 90s

    LOSE if the clock runs out — pairs with any win for a race against time.

    Lose when: Rex dies

    LOSE if a protected Ally falls — the escort fail that makes “defend” tense.

    also written as
    • Win when:
    • Win if:
    • Win:
    • Lose when:
    • Lose if:
    • Lose:
    • fail when:
    • game over when:

    Good to know

    5 lines

    A few quiet rules that make everything click.

    Indent 2 spaces

    to put a line INSIDE the one above it — a character’s lines under the character, a choice’s lines under the choice.

    No quotes on text

    the text is just the rest of the line: say Hello there! Put emoji right in item names.

    A boss in a story

    with no other way to win automatically turns the game into a wave battle (that’s where bosses spawn). If your game also has a quest or a Win when: rule, add Mode: waves yourself — or the boss stays hidden.

    Move & jump

    every game has running, a dash and a double-jump built in — no setup.

    Indent a cutscene

    every beat goes 2 spaces in under the Cutscene line. Left at the far left they still count as part of the scene — and the Save:, Stealth: or Limit: line right after gets swallowed with them.

    All together

    A whole little game

    Every idea above, working together. Paste it into the studio and press ▶ Play — then change a word and watch it rebuild.

    Story: A tiny puppy is lost in the snow…
    Ending: Pip is home, warm and happy. 🐶❄️
    
    World "Snow":
      Character "Pip the Puppy":
        gender: girl
        say *whimper* I can't find my home!
        wants: bone
        gives: 🐾 puppy's trust
    
      Character "Pip's Cozy Home":
        if player has puppy's trust:
          say Pip dashes inside. You did it!
          win
        else:
          say Pip won't go in until it trusts you.
    
    item 🦴 bone
    Let an AI write it

    For AI assistants

    Any LLM can build a VXLVERSE game for you. The whole language lives in one machine-readable file — vxlverse.com/llms.txt — and a finished script opens straight in the studio via vxlverse.com/make?code=<url-encoded script>. Paste this into ChatGPT, Claude, Gemini — anything that can read a URL: vxlverse.com/llms.txt

    Read https://vxlverse.com/llms.txt and make me a VXLVERSE game about [YOUR IDEA].
    Reply with the full VXLScript in a code block, plus the one-click
    https://vxlverse.com/make?code=... link that opens it in the editor.

    The assistant reads the language, writes your game, and hands back a link — click it and the game is already building in the editor, yours to play, tweak and share.

    Teaching a class? Lesson plans and free class codes are on the teacher page