the locked clubroom
From this page’s own proof set.
One mystery premise becomes a case you can play — a named detective, painted rooms, a clue you can click, and an ending that depends on who you accuse.













From this page’s own proof set.
Neta Studio holds the world — the cast, the rooms, the art direction — and the Adventure Game skill builds the playable part: sprites cut from the world's own character art, a painted background per location, a dialogue box, clues that set their own flags, and endings you can only reach by pressing buttons.
No. One sentence about the crime, the suspects and what is missing is enough. The skill drafts the beats, the clues and the choices; you edit the lines that feel wrong.
A playable case. A character on screen, a dialogue box, three tappable choices per scene, and endings that turn on who you accuse. Not a wall of prose.
Three or four locations and ten to fifteen minutes — one sitting. A longer mystery is more chapters, not one enormous scene.
Both work. Buttons always move the story; a typed line the parser does not recognise falls back to a written beat instead of breaking.
Yes. Describe them, or build inside a world that already holds their art, and the sprite keeps the same face across locations.
Three or four clues, each of which rules something out, and one wrong accusation that costs the player a scene. If a clue only looks clever, cut it.
Yes. The case is full-screen 16:9, choices are thumb-sized, and the tab remembers where you stopped.
Yes. Edit that beat, rebuild, republish. Clue gates and endings are re-checked, and the same link serves the new version.
One premise, one playable chapter: a named detective, painted rooms, clues that lock the accusations, and an ending that names someone.