Guides

All stories begin on an empty page.

Start with structure. Connect moments. Add systems only when they serve the story.

Pages & Build Mode

The foundation of every story.

Pages are the basic units of a Dungeon Mastron adventure. Each page represents a moment: a scene, a choice, a consequence, or a transition. Build Mode lets you focus on structure rather than content, making it easy to think in terms of flow before writing every line of text.

Start small. A beginning, a few branches, and an ending are often enough to shape the entire experience.

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Connecting Pages (Shortcuts)

Flow should feel effortless.

Pages are connected visually, forming a map of the story. Shortcut-based linking allows you to create and remove connections quickly, encouraging experimentation without fear of breaking anything.

This makes it easy to iterate: try alternate paths, add loops, or simplify structure until the story reads clearly at a glance.

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Page States (Sanctuary, Armory, etc.)

See your world at a glance.

Page states are a visual aid for you as the creator. They help you understand what each part of your world represents while you’re building it.

A Sanctuary marks places where players can recover or feel safe. An Armory highlights where items or upgrades are found. Other states help you quickly spot danger, transitions, or endpoints in the overall structure.

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Action Pages (Dice & Combat)

Introduce risk only when it matters.

Action pages add uncertainty through dice rolls or combat checks. They’re designed for moments where chance, preparation, or stats should influence the outcome.

Because they branch naturally into success and failure, action pages create tension without stopping the story or turning it into a simulation.

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Boss Pages & Stages

Design moments that escalate.

Boss Pages allow you to structure larger encounters across multiple stages. A boss doesn’t have to be a fight, it can be a debate, a chase, or a trial.

Stages let situations evolve: rules can change, stakes can rise, and consequences can compound.

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Stats

Simple systems with narrative weight.

Stats provide light structure for decision-making and risk. They influence outcomes without dominating the story.

Rather than simulating everything, stats exist to support tension, progression, and consequence where it serves the narrative.

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Items

Gameplay tools and resources.

Items can unlock paths, modify outcomes, or represent story progress. They’re both mechanical and narrative tools.

An item might be a key, a memory, a weapon, or a symbol, what matters is how it changes future choices.

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Modifiers

Small changes, lasting impact.

Modifiers apply temporary or permanent effects to stats or actions. They’re ideal for injuries, buffs, situational advantages, or lingering consequences.

Used sparingly, modifiers add texture and continuity without complicating the system.

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Flags (Conditions & Memory)

Let the story remember what happened.

Flags track decisions, discoveries, and irreversible moments. They allow the story to react later, opening or closing choices, changing outcomes, or altering tone.

Flags are the backbone of long-term consequence and replayability.

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Locked Choices & Gated Paths

Not every option is always available.

Locked choices depend on flags, items, or conditions. They allow you to design secrets, requirements, and earned progression without duplicating content.

This keeps stories cohesive while still feeling reactive to player decisions.

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Settings & Assets

Define identity, tone, and presentation.

Settings determine how the adventure begins, its title, starting page, and initial setup. Assets define how it’s presented, through fonts, bezels, and other visual elements that give the game its character.

Together, they shape both the structure and the feel of the game.

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Analysis & Checks

Confidence before play.

Analysis tools scan the game structure to identify missing links, unreachable pages, or other structural issues.

It’s a quick way to ensure the story works as intended before sharing, exporting, or committing it to a cartridge.

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Manual

Creators manual.

A deeper look into how games are built.

GAME_CREATION_MANUAL.md
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