Room-state map
An adventure prototype where players inspect clues, change room state, and solve a dependency-based temple puzzle.
Tessa Trailcode sample solution
A browser-runnable example of Tessa Trailcode's Systemic adventure design: Tessa maps movement, world state, puzzle dependencies, and feedback before layering narrative detail onto the playable path..
An adventure prototype where players inspect clues, change room state, and solve a dependency-based temple puzzle.
Tessa Trailcode applies State charts to keep this part visible and testable.
The implementation uses Readable world state as its review lens.
puzzle state graph
An adventure prototype where players inspect clues, change room state, and solve a dependency-based temple puzzle.
Method cue: Greybox prototyping / State charts. Principle cue: Mechanics tell story / Readable world state. Stack cue: Unity basics / Godot basics / Phaser basics. Language cue: JavaScript / C# / Python. Goal cue: Build / Design / Debug. Vibe cue: Adventurous + Systems-minded + Prototype-first.