Node Types

Link choices with six different consequences to move your simulation forward. Mix in time and credit actions to increase the impact on the learner.

Start Node

The first Scene in a Maze scenario. The Start node is automatically created when when a new Maze is created.


Move the story forward, set the scene and branch choices to other nodes. Connect choices to scenes and consequences to build your scenario. Link to other types of nodes.

  • Scenes set the stage and have one or many choices.
  • Choices are what link the nodes together.
  • Adopt crowd sourced choices directly into Scene's that use Open Choice

Scene Choices

Scenario Choice

  • [Add a new choice]: Adds a new choice.
  • Choice text:
  • Link:
  • Delete a choice by clicking
Point Action

Add or subtract points for selecting this choice

Scenario Choice

Timer Action

Add or subtract time (in seconds) from the clock when a user selects this choice

Scenario Choice

Hint Node

Offer a hint and return them to the previous scene to make a better choice during play. Optionally, pause the timer (if enabled) to give time for reflection.

Warning node

Poor choices have consequences. Connect poor choices to a warning during play, displays a message and sends the user back to the previous scene. Make it feel real and heighten the experience. Enable the timer or game credits and issue a penalty that impacts time or credits.

Form node

Create Surveys and open-ended questions: capture follow-up contact info, create and compare Pre and Post Surveys, and open-ended questions for your experimental decision paths, e.g., 'Why did you choose that?' Insert your queries at any point into your maze using the Form node.

Collect feedback or demographic data during play. Optionally, pause the timer so the user isn’t rushed and connect the next node. Create Forms or Surveys in the Forms editor.

Fail node

Some choices are unacceptable or fatal, route them to the Fail node. Reaching a Fail node ends play as incomplete and presents the option to start over. A scenario can have none or many Fail nodes.

When a user hits the fail node triggers PostMessage() of 'fail' to the parent frame of the browser.

Finish node

A successful pass ending the scenario. Reaching a Finish node will end a players session. A scenario can have one or many Finish nodes. The Restart button is displayed on the finish node by default.


  • Redirect learner after the completion of a Maze
  • Optional: Set the redirect seconds action
  • Hide the restart button on the finish node: The toggle to hide the restart button is setting is configured in Finish node, located below the text editor.

When a user lands on the finish the player uses PostMessage() to send 'finish' to the parent frame of the browser.

Last modified on May 10, 2021