Simple mechanics · Free combination · A world is data
A small set of simple mechanics, freely combined — build your world and see the result instantly. Publish it and anyone with the link can enter.
The engine has no built-in mechanics. Every mechanic below was composed by an author from variables, conditions, and effects.
Pick herbs into your bag → press E at the witch: the condition checks the bag → consume 1 herb and heal the witch by its variable → set world var healed_witch. Healing is fully author-made — not one line of engine code.
Scene darkness is a built-in variable (0–100). Light objects carve light holes out of the dark — intensity, radius, and lit are variables too, and can be rewritten by any effect.
Gates carry requires conditions — all must pass before they open. Picking up a key rewrites a world variable that the gate reads; the gate’s own built-in _open state can be rewritten by any effect.
Side-view platform scenes come with gravity and jumping; HUD ui objects splice variables into on-screen text in real time — the coin counter follows the world variable everywhere.
Prop / item / info / NPC / trigger / light / gate / ui — each type does one thing; variables are how every object bites together.
Small pieces, freely combined, WYSIWYG. A world = one JSON file and a few images — shareable by nature.
World-linking gates: open or restricted authorization, connecting worlds into a network. Bag whitelists are the mechanic-level interface.
A tiny set of simple, composable rule blocks. Depth emerges from authors’ combinations, not engine built-ins.
Drag objects, set variables, hit test-run — what you see is what you get.
Create worlds under My Worlds, save drafts, publish versions — three visibilities to choose from.
Share the link — anyone can enter, progress auto-saves to the cloud.
Sign up for daily coins; publish and share a link — anyone can step right in.