Edit your draft
Edit the content as a list, a sheet, a table or a graph of links, link and delete items, the screens, rules, colours and images, and fix the errors of the draft.
The draft is the working copy of your fork. Players never see it: they play the deployed release.
The editor
The editor is a full-frame workspace: the organisation navigation folds away (menu button at the top left, Studio link to go back to the list of forks). At the top, a bar follows your fork from draft to release to deployment, with Undo, Redo, Test, the release and the fork tabs (Editor, Languages, Releases, Access). On the left, the editor navigation sorts the game into modes:
- Content: the objects of the game, one entry per collection with its number of items (the requests of AI Not AI, the missions of Prompt Quest…). A padlock marks a fixed list: the game decides its items, you write their texts.
- Screens: the shell of the game, screen by screen (welcome, game, review…), in the order the player sees them.
- Settings: the rules of a game (length, lives, points, pace…).
- Appearance: theme, brand and pictures of the game, next to the preview.
- Advanced: every field of the game in a single panel, laid out like the schema. It is also the editor of a game that does not declare its objects yet.
Each view has its own address: you can share the link to a request or a screen. Your changes are saved automatically a moment after you stop typing, whatever the mode, and the bar shows when the draft was last modified.
Content: find and edit an item
A collection opens as a List on the left and a Sheet on the right, unless the game chooses another opening view: the emails of Who is the best CDO open as a Table. The List / Table / Graph switch, at the top of the collection, changes the view at any time.
- At the top, the name of the collection and what it is for the player ("Request: what a colleague asks at your desk…"). Add creates an item: its identifier is generated, never typed, and its text gets the focus.
- The search filters as you type, ignoring capitals and accents, on every text of the item. The filter chips (right answer, red flags, department…), folded under "Filters" to leave room for the list, show how many items each one keeps; the folded summary says how many are active and the number of results is announced.
- Each row names the item by its text (never by an identifier), with its chips. A nested collection (the items of a round) reads grouped by round.
- The sheet reminds you what the object is, sorts its fields into sections and shows the values worked out by the game, read-only, updated at each keystroke ("Right answer: NOT AI · Explained by: Named personal data"). A character is picked on its thumbnail. The items it contains (the replies of an email) are written there too (see Replies in the sheet of an email), as are its links (see Links).
- Duplicate creates a copy with a new identifier, Delete asks for confirmation (see Delete a linked item). At the top of the sheet, the ↑ and ↓ arrows move to the previous or next item of the filtered list.
Table: batch editing
Table shows one row per filtered item:
- the text of each item and the short columns (department, checkboxes, options, numbers such as the effect of a reply on the budget) are edited right in the table, with the same checks as the sheet (maximum length, HTML refused, number within its bounds); a number is saved when you leave the cell or press Enter; worked-out values stay read-only;
- a nested collection (the replies of each email) reads grouped under the title of its parent, and the search also finds an item by the title of its parent ("budget" keeps the replies of the "Budget cut" email);
- tick rows, or all of them at once (the filtered results only), then pick a batch action in the bar that appears at the bottom: add or remove an option (a red flag), set Yes or No, replace a short text or a number, duplicate, delete;
- each batch action counts as a single step: Undo reverts the whole batch.
For example, to mark every request of the Finance department as holding named personal data: filter "Finance", Select every result, red flag "Named personal data", Add.
Open a sheet from the Table or the Graph
Open, at the end of a Table row (or a click on a box of the Graph), shows the sheet of the item full width. At the top of the sheet, the link named after the collection ("‹ Emails", followed by the position "3 of 45") takes you back to the table, which keeps its position; the ↑ and ↓ arrows move to the previous or next item without going back to the table. Choosing Table or Graph in the switch closes the open sheet.
Replies in the sheet of an email
When an item contains others, its sheet writes them in place. In Who is the best CDO, the sheet of an email has a Replies section, with one card per reply:
- the header of the card numbers it ("Reply 1") and carries the Best reply chip when the game works it out as the best of the email (on a tie, several replies carry it);
- the card holds the text of the reply, its outcome, its four impacts side by side (budget, profit, data quality, reputation) and the emails it triggers;
- the buttons of the card move it up, down or remove it. The game needs at least two replies: at the minimum, the remove button is inactive;
- Add: Reply adds a card at the end (four replies at most); the text of the new reply gets the focus.
Each gesture (add, move, remove) is undone with Ctrl+Z. The Replies collection stays in the navigation, indented under Emails: its Table is the way to set the impacts of every reply at once.
Links: connect items
Some fields name other items: the Emails it triggers of a reply, for example. Such a field shows a chip per chosen item: its title opens its sheet, the cross removes it.
- Add opens a searchable list of the items not chosen yet, up to the limit set by the game. A reply cannot trigger its own email: it is not offered.
- Create and link: Email creates a new email, marked "Only when a reply triggers it" (it only arrives in a game through that reply), links it to the reply and opens its sheet, with the subject ready to write. It all counts as one step: Undo removes the email and the link.
- The sheet of a triggered email shows the Triggered by box: each reply that triggers it, with a link to the email of that reply and the text of the reply.
- A value that no longer points to any item (after a game update, for instance) stays listed as "not found" in the field, so you can remove it.
Graph: see the links
When a game links its items together (a reply triggers other emails), its collection offers a third view, Graph:
- each item is a box, laid out in columns from left to right: on the left what nothing triggers, then what follows; an arrow leads from an item to what it triggers. A dashed arrow goes back (a loop);
- hover or select a box (Tab): its arrows stand out, with what carries them ("Reply “Call legal”"); click a box, or press Enter, to open its sheet full width;
- the search and the filters of the collection dim the boxes they leave out;
- −, the percentage (back to 100 %) and + set the zoom; the frame scrolls;
- below the graph, the list of links says the same in text, item by item, with a link to each sheet; a broken link (a triggered email that no longer exists) is flagged "not found" there, as on its box. Items linked to nothing are gathered under "Not linked".
To add a link, open the sheet of the item that carries it (the email, then its reply) and add the triggered item, or create it with Create and link: the graph follows at once.
Delete a linked item
Deleting an item (from its sheet, or several at once by ticking Table rows then Delete in the batch action bar) also removes the links that led to it. The confirmation says so: "2 links to it will be removed as well". The draft stays valid and is saved; Undo brings back the items and their links.
An email marked "Only when a reply triggers it" that no reply triggers any more is not an error: its worked-out value Can arrive reads Never, so it does not arrive in a game, until you link it to a reply again.
Example: write a new email and its follow-up
In Who is the best CDO, to add an email where one reply leads to a second email:
- In Content › Emails, click Add: the sheet of the new email opens.
- Write the subject, the sender and the body of the message, then pick its category and its skill.
- In the Replies section, write the text and the outcome of each reply and set its four impacts; add a reply with Add: Reply if needed. The Best reply chip shows the one the game rewards.
- On the reply that should have a follow-up, click Create and link: Email under Emails it triggers: the sheet of the new email opens, write it like the first one.
- Check the Triggered by box of that second email, then the Graph view of the emails: an arrow leads from the first email to the second.
- Click Test to play the draft (see Test your fork).
Screens, settings and appearance
- Screens: the texts of the chosen screen, in visual order, next to the live preview. Click an element of the preview: its field gets the focus; if it belongs to another object (the text of a request, a setting), the view that holds it opens. Hovering an element highlights its field.
- Settings and Appearance sort their fields into cards. Each text has a single field, in the fork's source language, with the number of characters left.
- Switch the preview between computer and mobile, and between the source language and its translations (see Languages below).
Keyboard shortcuts
| Key | Effect |
|---|---|
/ |
Go to the search of the collection |
J / K |
Next / previous item, when the focus is in the list |
N |
Add an item to the collection |
| Ctrl+Z (Cmd+Z) | Undo |
| Ctrl+Shift+Z (Cmd+Shift+Z) | Redo |
Single-letter shortcuts never apply while you type in a field.
Edit in place
In the Screens, Appearance and Advanced modes, you can also edit the game directly in the preview, without leaving it.
- Texts: double-click a text (or select it with Tab and press Enter). A field opens exactly over the text, in the source language. The counter shows the characters left. Enter or a click elsewhere keeps the text, Escape puts the original text back. Shift+Enter starts a new line. Only plain text is accepted: a text with HTML tags is refused.
- Images: double-click an image of the scene (or select it with Tab and press Enter). A bubble shows the images of the fork, lets you upload a new one or go back to the game's image. When the game expects a format (for example 16:9), the bubble shows it and warns you if the chosen image does not match.
- Colours: the brand colour swatches sit above the preview. Click one to change the colour: the contrast with the game background is measured, a colour below the WCAG AA threshold is refused and a readable alternative is suggested. In Chrome and Edge, the pipette picks a colour anywhere on the screen.
- The panel follows what you edit in the preview, and the other way round: both show the same draft. If the element disappears while you edit it (the game moved to the next round), the edit is cancelled.
Languages
You edit the fork in its single source language, chosen when you created it. The other languages are translations, added by file in the Languages tab (see Translate a fork).
- The language selector of the preview also shows each translation, read-only: a translation is not edited in the editor. The texts not translated yet appear in the source language, and Update the translation leads to the Languages tab.
- Changing a source text makes it "to translate" in each translation. The editor shows the number of texts to translate; while any remain, the language will not be offered to players in the next release.
Undo and redo
Undo and Redo sit in the bar above the editor, with the usual shortcuts: Ctrl+Z (Cmd+Z on a Mac) and Ctrl+Shift+Z (Cmd+Shift+Z). They cover every change of the draft, in the preview and in the panel. The characters typed in the same field count as one step, and the editor remembers the last 100 steps. Reloading the draft clears the history.
What you can change
- Content: every text of the game, in the source language; the other languages are
translated by file. Texts are plain text
or restricted Markdown; HTML is not accepted. A
<directly followed by a letter,/,!or?reads as the start of a tag and is refused, even with a space in between: writex < 5, buta ≤ bor "a is less than b" rather thana < b. - Rules: session duration (or no time limit), leaderboard, music and sound effects, passing score, and the rules specific to each game.
- Theme: brand colours, surface colour, font and corner style.
- Branding and images: your logo and the images the game lets you replace.
Checks on every save
Each save is checked against the rules of the game version your fork uses. If something is wrong, nothing is saved, and a box shows at the top of the editor, whatever the mode:
- its title says "Draft not saved: 2 problems to fix"; your changes stay in the tab and are saved as soon as the problems are fixed;
- each problem is named by the item and the field at fault ("Budget cut › Draw weight (1 to 10)"), followed by the message; Fix opens the view that holds that field and gives it the focus;
- checks on the content as a whole (duplicate identifiers, for example) start with "The game refuses this content:". Their message is in English for now.
The most common problems:
- Invalid content: a text that is too long, a value out of range, or HTML in a text.
- Contrast too low: brand colours must stay readable on the surface colour (WCAG AA, a contrast ratio of at least 4.5:1). Some games ask for a minimum contrast on specific colours. The editor measures the contrast as you type, refuses a colour below the threshold and suggests the closest readable one.
- Unknown image: an image must have been uploaded and accepted for your organisation.
Images
Each image field shows the current image, the images already uploaded to the fork (pick one to reuse it) and a drop zone. You can always go back to the game's image.
Upload PNG, JPEG or WebP images up to 2 MB and 4096 pixels per side. SVG files are not accepted. Each image is checked and re-encoded: its metadata (camera, location, author) is removed before it is published. An image is served from our CDN once accepted; a rejected file is deleted, as is any upload left unfinished for more than an hour. An archived fork no longer accepts uploads.
Editing with colleagues
Several people can edit the same fork. If a colleague saved the draft after you opened it, your save is refused rather than silently overwriting their work: reload the draft, then apply your change again.
Next: translate your fork if you offer it in several languages, test it, then create a release.