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๐Ÿ’ฏ Quiz, tests & game design structures

You can use quizzes and mini-games for exams, simulations, training exercises, performance reviews, or self-assessment.

You can:

Allow multiple attempts. Using ๐Ÿงฎnumeric variables and conditions.

Allow to have a predefined or random order of questions using the ๐ŸŸฅRandom Path block

It is possible to assign a timer to each question using a ๐ŸŸชChoice block.

Each attempt is automatically evaluated by your logic, whether the answers are made in the form of choices, text to be entered via the addition of a ๐Ÿ’ฌtext variable.

Provide adaptive feedback in ๐ŸŸฉ Notification or ๐Ÿ’ฏ Scoreboard.

๐Ÿ“Š Measure your audience's behavior with Analytics.

Examples of Quizzes and Mini-Games


A simplified form of multiple choice using only the options True or False. The True/False question is a dichotomous format, there are only two branches to the tree graph. Therefore there are only two ways to respond; 'True or False'. An equivalent can be found with the Yes/No type questions. To remember whether the user has given the correct answer is simple, just add a boolean variable

Multiple Choice Answer

With this type of structure the question can only be a Single Answer. The user will have to choose a single answer from a list of predefined answers. For a Multiple Choice Answer an ordered sequence must be used.

Match the Pairs (text or image)

The answer to each sub question must be chosen from a list of predefined possibilities. For a question like this the first choice allows you to to select an initial element. A second choice allows you to choose which other element to associate it to, a condition validating or not validating the association.

An Ordered Sequence

It's a chain just like 'Match the Pairs' with many elements.

Enter text Strict or Inclusive

This kind of direct testing requires an answer in different characters (text or a series of numbers) entered by the user (and therefore associated with a text variable

A _strict input_ has to be conditioned to make the characters entered correspond exactly to the desired answer(s) (pay attention in your choice for the different ways of writing it). Example: Who created the French Empire? Good answer: 'Napoleon'/'napoleon'/'Napoleon'/'napoleon'.

An _inclusive entry_ must be conditioned to make the characters entered correspond in part to the desired answer(s). Example: Who created the French Empire? Correct answer: 'It was Napoleon'/'I think it was Napoleon'....

Numerical or Calculated Question

This type of test allows an encrypted answer via the above question formats. The verification of this answer can be a validated or non-validated with a mathematical operation (via numerical variables

Insert the missing word

This is a text entry question where the sentence gives the context of the answer(s).

Likert Scale

The Likert Scale is a question that allows the response to express the intensity of his or her approval of the advertised sentence. Its structure is similar to that of an MCQ (Single Answer) type question, but the answers are strictly given. You can also display emojis ๐Ÿ™‚๐Ÿ˜๐Ÿ˜ž instead of proposals.


Completely agree
Neither disagree nor agree
Disagree completely

Put in order

This is a game where you have to rearrange the sequence. Each statement proposes an element that needs putting into a specific order for it to be correct. There can also be several orders that can be verified by numerical variables


This is an multiple choice memory structure where the user has to form a message from memory. Using several reformulations at different intervals allows the user to collect the information along the way that can be recalled. This is a good way to calculate comprehension and memorize information.

Keyword or Digital combination

This is a multiple choice structure, answers are offered, or they can write a text entry if there are no other entry options.

Memory (flip the elements and find your match)

Select an item from a large list of hidden information with the[๐ŸŸช Choice](/en/article/choice-22vq76/) can be associated to each proposition with a full screen image that can be passed by clicking with the ๐ŸŸช Swipe block.

If a correct pair is found it will appear in the corresponding propositions. You will then have to use the Edit choice

Random Questions

This is the Random Path block leading to a series of Choice blocks that form the basis of questions. The History Thread can go back to this Random Path block. However, in order to not send the user through the same questions, a condition must be created. Do this by using a [boolean variable


A bet proposes a Choice block, then an Assign block for a numerical variable.

One or more Random Path(s) (incase we want to measure differently the chances of success of certain outcomes) and finally the condition (via a Condition

Card pack (Like Reigns)

This is a Random Path block leading to a series of Swipe blocks each representing a card, and then a choice to select (or put this card back in the deck to take another one). It is possible to limit the number of cards the user must take via a numerical variable.

The user navigates between packs of cards via Random Paths. Each type of card can be associated with a difficulty via a numerical variable.

Reward badges

Badges are created using Boolean variable, โ˜‘๏ธ Set up true/false conditions that are unlocked as the scenario progresses (thanks to the multiple conditions, which can be modeled at once via the Switch and displayed using custom text.

Multiplayer Quiz

The goal here is to associate each player with his own group of numerical variables. A player finishes his turn when it is indicated using an Alert.


These are successive Choice blocks in a tree structure. They may be accompanied by a map that is accessible via a choice that is always last and whose design can make it unique, symbolizing a menu button for example.

Each final proposal of the more branched choices leads to an element to be reached.


An Exploration structure without a map with elements to be reached that trigger or are subject to conditions, often by Boolean variables.


This a structure that can be associate to an 'escape game'. In this particular kind of game, there are no variables. The user has to find the only path to succeed, this is why we call it 'one path'. only a few of the sequences appear to be good, you have to go back to find the real path to escape.


A more muscular version, with an interrogation, puts the user in front of another person. The structure is similar to that of 'Exploration'. Several topics of conversation can be covered, but many others will be hidden until the individual (or other elements of the simulation) has given the user more clues.ย 

It is possible to indicate to the user the number of hidden conversation choices (using the Edit Choices

Turn by Turn Confrontation

The turn by turn confrontation opposes the user to an adventurer (combat, negotiation...), each having a set of variable values corresponding to attributes. The goal here is to send negative effects to a main variable (Example: Resistance, Health Points...) through its actions.ย 

Warning : many trials can be countered (due to environmental or an immunity penalty of your opponent thanks to their temporary or permanent attributes) or according to the actions randomly defined by the person you are facing.ย 

Here are some examples of attributes listed centered on speech:

Etiquette: Formulating flattery or veiled insults...
Conviction: Formulate a rational and unstoppable argument
Persuasion: Raising awareness of your cause by asorbing emotions
Policy: Understand the power and interest issues within an organization.
Diversion: Divert attention by changing the subject.
Linguistics: Translate all kinds of conversations
Erudition: Keep up to date with the scientific and technical knowledge of a field.
Symbolic: Rely on your knowledge of different beliefs (myths, religions, astrology...).
Manipulation: Get people to act in your own interest.
Charisma: Sharpen your speach techniques to seduce
Psychology: Read people's behaviour like an open book.
Vigilance: Notice notable details or items that have been moved out of context.
Synthesis: Instantly recognize important elements to remember.


A Confrontation structure where all the user's actions are gathered in a succession of preparatory works before the opponent tries to deconstruct them.

Countdown (timer)

A variable defines the number of turns remaining before the action fails. The History thread goes through a successive series of Choice.

This means you control the exact duration of the sequence since the timing is no longer in the hands of the user.

Quick reflex (QTE)

The user sees his reflexes tested in Quick Time Events, modeled by Choice

A bad choice (or no choice at all) leads to a defeat (which can be purposefully done and be a conscious choice) leading to the consequence of a loss of opportunity.ย 

Example: 1 second between 2 questions to notice the drop of sweat of your opponent before he wipes it off. A greater reflex skill (via a Vigilance variable) would allow for example to double or triple the time available to pass the test, as if time was slowing down.

Updated on: 28/05/2021

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