Game mechanicsConditions: a path that adapts to each player
The game looks at what the player just did and picks the most useful next step for them. Players only ever see their own branch.
Describe your game: the assistant builds it, you fine-tune it.

How it works
A Conditions block holds several branches: single steps or whole chapters. Each branch carries its own rules. When a player reaches the block, the game runs the first branch whose rules are met, or the last one if none are.
Someone who just failed gets an explanation before moving on, someone who aced it moves up to something harder. Everyone works at their own level without redoing what they already know. The AI assistant can add this block from a plain description of the logic you want.
For the player
- 1The player finishes a step, such as a question or a game.
- 2Behind the scenes, the game checks the rules: whether the previous step was passed or failed, the answer given, the time spent in the game.
- 3They move into the branch that fits, then the game picks up after the block. Their progress bar only shows their branch.
What you set
- Add a Conditions block to the game outline and drag your branches into it, one step or one chapter per branch.
- On each branch, the Conditions tab sets the rules: status of the previous step (success, fail, time out, skipped), the answer given there (contains a text or not), and time elapsed since the game started.
- Combine several rules with AND or OR.
- Order branches from most specific to most general: the last one is the default when no rule is met.
Ideas for using it
Catch-up loop
After a failed compliance quiz, send the player to a quick refresher on the rule before moving on.
Beginner or advanced
Based on a first test, open either a basics chapter or an advanced one.
Site-specific rules
Based on the site a player named in the previous step, show the safety rules that apply to them.
Time management
Depending on how long they've already played, offer a bonus challenge or go straight to the wrap-up.
Frequently asked questions
How do I build an adaptive learning path?
Put a Conditions block right after the step that acts as a test, drag in one branch per profile and set each branch's rules. The player follows the first branch whose rules are met.
How is it different from Step choice?
With Step choice, the player picks the path. With Conditions, the game picks it, based on what the player just did.
What happens if no rule is met?
The player follows the last branch in the block, so nobody gets stuck. Just put the option that suits most people last.
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Create it with AIAll mechanics
Game mechanics22
Screens and paths6
ContentAI
ChapterAI
Step choiceAI
ConditionsAI
Form
Pair choice
AIThe AI assistant builds these on its own





















