Example Worlds

Lighthouse Night Watch

Lighthouse Night Watch is a short side-view adventure: on a stormy night the lighthouse goes dark, and a cat must light it before dawn. Find the gear and the oil along the shore, repair the winch inside the tower to lower a drawbridge, climb to the lamp and light it — then walk into the dawn to meet the old keeper. The whole flow uses only existing blocks: pickups, conditions, compute, timers, lights, gates and dialogue assets. The countdown, the lighting, the gear repair and the ending branch all live in the world data; import it below and take it apart piece by piece.

  • A two-jump climb on the cliffs: the gear and the oil each hide on a ledge on one side;
  • Three conditional gates: the lighthouse door (gear + oil; once unlocked it stays enterable even after the gear and oil are consumed) → the winch (repaired with the gear, lowering a drawbridge) → the lamp (lit with the oil);
  • The dawn countdown: a two-minute timer keeps running, and after it hits zero the ending dialogue switches to its “dawn has broken” variant;
  • Darkness and lanterns: the shore and the tower are dark, lit step by step by lanterns; lighting the lamp brightens the whole tower;
  • A dialogue asset ending: the old keeper has an avatar, a name colour, a dawn branch and two choices.
Lighthouse Night Watch: the night sea, the lighthouse beam and a cat with a lantern
Find the gear and the oil, lower the drawbridge, and light the lighthouse before dawn — all composed from pickups, conditions, timers, lights, gates and dialogue assets.

Forest Cabin

Forest Cabin is made of three scenes: a cabin on a grassy clearing, a dark cellar, and a side-view wilds you cross by jumping. Each scene demonstrates a different set of mechanics — click the button below to import it into My Worlds, then open it in the editor and change anything you like.

The quest line is light: pick up the rusty key, read the symbol on the wall — only with both done will the cellar door open. A note by the door nudges you along, and the coin counter in the top-left follows you across scenes. There is no quest list; the clues live inside the world itself.

The old witch says she aches. Pick a couple of herbs and put them in your bag, then talk to her: the interaction checks "herbs in your bag > 0", and when that passes it consumes one herb and restores her health by the herb's heal value. Talk to her empty-handed and you only get a hint. There is no "healing" feature in the platform — this is assembled from variables, conditions, and effects.

What you seeWhat's behind it
The cellar door demands key plus passphrasePicking up the key sets the world variable has_key to 1; reading the symbol sets knows_symbol to 1; the gate opens only when both trigger conditions pass
Coins collect on touch; the top-left counter ticks up liveCoins pick up on touch and skip the bag; their trigger compute adds 1 to has_coin, and the on-screen counter reads that variable live
The creaky side door closes for 10 seconds, opens for 3, foreverTwo timers start each other: one opens the door when it fires, the other closes it
The cellar is pitch dark, and the second torch lights up when you grab a coinThe scene's darkness is set to 60; the coin's trigger compute flips the torch's "lit" variable to 1
  • The Wilds is a side-view scene: coins hover above platforms and must be caught mid-jump; falling off the edge brings you back to where you entered.
  • Pick the berry, wait 3 seconds beside the spot — it grows right back.
  • Your character in test runs is the sample little white cat.
  • The forest and cellar share one background tune, and the Wilds switches to another; keys and coins ding when picked up, and gates click with a latch.
  • A note in the cellar says: what is truly valuable never sits out in the open — worth a closer look in the dark room.
💡
Want to take healing apart? Click the witch — the popup's Trigger Conditions and Trigger Compute tell the whole truth; then open ⚙ World Settings to see the four world variables and their initial values. Delete one condition and hit Test Run: you will instantly see what it was guarding.
Forest cabin: gather herbs, heal the witch
Forest Cabin's classic combo: pick herbs → count +1 → stand before the witch → condition met → healing fires. Nothing about healing is built in — the chain is assembled from variables, conditions and effects.

Bi Qi

Bi Qi is a four-player card game — take a seat, get dealt, play, pass, score — all inside a single card-table scene. It is a multiplayer world for up to four users, and you can also open it in a test run to play all 52 cards by yourself. Click the button below to import it into My Worlds.

  1. Walk up to a seat and press E to sit; taken seats turn green.
  2. Once all four seats are taken, the deck shuffles and deals automatically — 13 cards each (in a test run, sitting down deals right away).
  3. The user holding the spade 7 plays first; at the start it is the only playable card.
  4. On your turn, press E on one of your cards: any 7 is always playable (it opens its suit's line); other cards must extend their own suit's line — one above the highest or one below the lowest.
  5. While you hold playable cards, pressing an unplayable one does nothing — you must play.
  6. Only when none of your cards is playable does pressing one pass it — the card you press is the one passed, scored by rank (A=1 … K=13). The top-left shows whose turn it is; the top-right shows all four scores live.
  7. When all four hands are empty the game ends — the user who cleared the last hand wins, whether by playing or passing. Seats then reset for another round.

Shuffling, dealing, judging plays, scoring passes, deciding who starts and who wins — none of it is provided by the platform; it is all assembled by the author from variables, functions, conditions, and state sprites. There are no built-in cards or poker anywhere in the platform; even the card faces are just images the author added.

Every user carries their own "seat" user variable: 0 before sitting, then 1–4 by seat in a multiplayer world — in a solo test run it stays 0, which is exactly why all 52 faces are yours. Card faces are driven by it: you see only your own hand face-up; everyone else's cards show their backs.

set [.turn] = [.turn] + 1
set [.winner] = [.seat]
💡
The two lines above are real text from the Functions library: the first advances "turn" by one after every play or pass — to the next seat in a multiplayer world, while in a solo test run you take the four hands in seat order; the second records "winner" as the user who cleared the last hand, whether by playing or passing — the user's seat in multiplayer, or the seat number of the last hand in a solo test run ([.is]). Square brackets with a leading dot read world variables, and seat is that per-user "seat" variable. To keep dismantling: the library holds 15 functions; start with the self-explanatory ones — rank, suit, canPlay, playOrPass, gameOver — with deal and shuffle1 as a live lesson in the for counter, counting 1 to 52 as the cards land in hands one by one; then click a hand slot and watch its State Sprites switch between face and back as variables change.
Bi Qi: four seats at the table
Every Bi Qi rule — seating, dealing, playing, passing, scoring — is composed from variables, functions and state sprites; the platform has no built-in card rules.

More examples

An action-style example is on the way, and the list will keep growing. Each new example is not content to admire but a new combination of the same building blocks — your next material for taking things apart.

And the next great example may well be yours: publish a world as public and it joins the Great Wild World, where others will take it apart the way you are taking these two apart now.

💡
Want to try new examples the moment they land? Switch the Great Wild World list to "Latest" — freshly published worlds come first.

How to learn from examples

  1. First, enter the world and play it all the way through without analyzing — just note which interactions made you go "clever".
  2. Open the editor and start with the objects on the canvas: click each one and read its Trigger Conditions and Trigger Compute.
  3. Open ⚙ World Settings for the world variables and user variables; then the ƒ Functions library, guessing each function's job from its name before reading its formula.
  4. Look at State Sprites in the object library — how one object swaps its look as variables change: Bi Qi's seat buttons (open blue / taken green) and hand slots (face / back). Doors swap through their built-in open sprite, and a torch's lit state changes its glow, not its sprite.
  5. Change something: tweak a value, remove a condition, add a trigger compute — then press ▶ Test Run and watch the result instantly.
  6. Break it on purpose — wherever it breaks, that principle is now yours.

The real lesson of these two examples is not how much they contain, but how little: healing, cards, turns — none came from the platform, only the same small blocks recombined. Aim not to pile more objects into a scene, but to get more play out of fewer blocks.

💡
A test run always reflects your current edits: experiment freely — nothing sticks until you press Save Draft. Save once you are happy; only Publish puts a new version in front of others. Take things apart without fear.
⚠️
Before publishing, walk the whole world through in a test run. A published version takes effect at once, and progress is kept and adapted where possible — a broken publish can only be fixed by publishing again.