- 01Read branch previews
- 02Compare node sequences
- 03Commit to a stop
- 04Replan after its outcome
Branching route commitments
Route nodes offer different opportunities; choosing one excludes others, so plan beyond the next stop.
The player's decision
Take immediate rewards or a route with timely recovery after danger?
Original scenario
Original: a shop before or after combat has different value; spending everything can make the later repair stop useless.
Start with this prototype
Build seven nodes across three layers with supply, danger and treasure. Track health/currency only; reach the end alive, show excluded routes and replay the same map.
Change one variable
Move supply stops to test state-dependent route value.
What to observe in a playtest
Reject disconnected jumps and rewards from excluded nodes.
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Identical rewards and risks make branches cosmetic.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Slay the Spire
Developer copy describes choosing paths with different enemies, cards and relic opportunities.
- 80 Days
The official description links travel routes/speed with narrative choices, a noncombat planning comparison.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build seven nodes across three layers with supply, danger and treasure. Track health/currency only; reach the end alive, show excluded routes and replay the same map.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.