Browser game example

CHOOSE BRANCHES IN A STORY ADVENTURE

Passages appear with a typewriter effect, and players can tap to reveal the rest immediately. Two to four large buttons offer choices; earlier decisions can unlock later branches, which remain visible while locked.

A scrollable history log tracks the route, and an endings-found record saves across runs. The finished sample story has thirty passages, ready to be replaced by a founder's own mystery in one content file.

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A real screenshot of Choose Branches in a Story Adventure

WHAT THIS EXAMPLE SHOWS

Passages appear with a typewriter effect, and players can tap to reveal the rest immediately. Use the sample to name the audience, the main action, and the smallest useful first version. Cleo HQ then helps turn your own brief into a product plan and a working build.

QUESTIONS FOUNDERS ASK

How do earlier choices affect later passages?

The story keeps flags for decisions a player has made. Those choices can unlock later branches, while locked options remain visible instead of disappearing. A player can see that another route exists and try a different path on the next run.

Can I skip the typewriter effect?

Yes. Tapping reveals the remainder of the current passage immediately. Two to four large choice buttons then present the next decision. A history log lets players review where the story has taken them so far. This keeps the reading pace in the player’s hands, which is useful for both quick sessions and careful reading.

How can I write my own story?

The sample includes a finished thirty-passage mystery, and a founder can replace it by editing a single data file. Each location can have its own illustration and mood. The endings-found tracker persists across runs, giving readers a reason to explore another branch.