CREATE · Game / simulation canvas
English
Use Game if your story is a tough decision. The player is the figure, choosing — the player feels the weight of the choice your character once faced. You brief the AI in plain English, never look at the code, and iterate by playing.
English
If AI is unavailable — by policy, budget, or outage — the game becomes a paper "choose-your-path" experience: the three decisions on cards or numbered pages, options and consequences hand-written, a classmate as the player. Same three real decisions, same period rules, same evidence trail, Creator's Note and AI Audit (completed about the class's shared AI output instead). The dilemma is the game — not the code.
Session rhythm · no unbroken work block over 30 minutes. Each step below opens with a stated task and ends with something produced — plan a visible break between steps.
Use Game if your story is a tough decision. The player is the figure, choosing — the player feels the weight of the choice your character once faced.
Untold Stories Game — [your character's name].Re-read your storyboard. Where does your character face a tough choice? Pick 3 moments where the player will choose on the character's behalf.
Each decision should:
Use the template below. Replace the bracketed slots. Start in PLAN mode.
Continue the conversation and prompt the LLM:
Brief the AI and get the first playable version. Don't aim for perfect — aim for something you can play. Refining comes next.
Paste your intention to the AI and add:
Open the URL in a new tab. Play your game. Don't read the code. Your job is the experience.
Tell the AI specifically what's wrong:
Ask it to fix and re-publish to the same artifact. Refresh your tab and try again.
This is one of the most important moments in the whole pathway. Most groups will hit it once — and that's exactly the point.
If the AI keeps making the same mistake (modern building in the background, wrong period clothing, controls that don't fit your character), stop iterating on individual fixes. Go back to your intention from Step 1 and add a "DO NOT" line.
Then send:
You've just discovered the most useful AI workflow lesson there is: the brief matters more than the individual fix.
Now you refine. Play it, see what works and what doesn't, describe changes in specific language. The AI re-publishes to the same URL.
Ask yourself:
The AI re-publishes to the same URL. Refresh your tab. Play again. Describe again.
The audit matters more for history than for fun.
All the decisions work. Now you wrap the game with a title, a closing screen, the Creator's Note + AI Audit. Without these, you have a webpage. With them, you have an Untold Stories deliverable.