E.M. Designs · DevLearn 2026 · Deadline Run starter kit

Make the game reusable. Then make the words your own.

Start where the session starts: convert the original Deadline Run, edit its storyboard, check the learning content, then put the saved game into Storyline.

EMMA maps to this guide: Explore and Model in Part 1, Modify in Parts 2 and 3, Actualize in Part 4. Part 5 is for your own game.

Part 1: Convert · Step 1 of 16

Open your starter kit

Welcome! This kit starts with the same game we convert in the session. You can follow that path with Claude Code. No Claude Code? Download the finished game from the Session 305 page instead.

Do this
  1. Extract the ZIP. On Windows, right-click it and choose Extract All. On Mac, double-click it.
  2. Open deadline-run-starter-kit and double-click START-HERE.html. Work in the extracted folder, not inside the ZIP.
You should see
The guide and convert-this-game are together.
If not
If you see another folder with the same name first, open it too. Keep going until you see both.

What do I need?

Parts 1, 3 and 5 use Claude Code and your own access to it. Part 4 needs Storyline 360 and your own Articulate access. To play and edit without AI or an account, download the finished game from the Session 305 page.

convert-this-game/
The original game and the storyboard model for Claude.

Part 1: Convert · Step 2 of 16

Play the original game

See what it does before you ask Claude to change its files.

Do this
Open convert-this-game/deadline-run and double-click index.html. Walk to Bob, follow his Space prompts, pick a problem line in his document, read his reply, then try the run.
You should see
Deadline Run opens in your browser. Arrow keys or A/D move; Space, Up or W jump. Release a key before pressing it again. Losing a round is okay.
If not
If the wrong app opens, choose Open With and your browser. Use a computer with a keyboard and make the window bigger if the game asks for more room.

Part 1: Convert · Step 3 of 16

Open the conversion folder in Claude Code

Claude needs the original game and the model together.

Do this
  1. In the Claude desktop app, choose the Code tab and open convert-this-game. If you already use Claude Code in a terminal, open that folder there and run claude.
  2. If Claude asks whether you trust this folder, confirm that it is your extracted kit folder, then say yes.
You should see
Your Claude Code project is convert-this-game. It contains deadline-run and storyboard-model.html.
If not
If you opened assets or deadline-run itself, open convert-this-game instead. If you do not have Claude Code, download the finished game; it does not need AI.

Part 1: Convert · Step 4 of 16

Paste the storyboard prompt

This first prompt moves the learning words into their own file and makes an editor with the game's pictures.

Do this
Press Copy storyboard prompt below, paste the whole message into the same Claude Code window, and press Enter. Give it time to work. This is the longest step. It can take a while and uses some of your Claude Code usage.
You should see
Claude saves the recipe first, then asks which folder holds the game. If it names deadline-run, answer yes. It shows the words it found before changing anything. Read the list and answer, for example: Looks good. Keep Bob and Kate's names.
If not
A long paste may fold into a short line. That's normal. Claude may ask before it creates files or runs tests; say yes to the ones for this job. If its word list is missing something, name it before you agree. Keep your normal permission settings.
# Storyboard recipe: make your game's words editable

**Claude, start here.** Before anything else, save this whole message, word for word, as `STORYBOARD-RECIPE.md` in the folder you're working in. It's a long job, so you can re-read the file as you work. If you can't save files, keep going. Next, if the person hasn't named the folder that holds their game, ask which one it is. If you see only one game here, name it in your question, so they can answer yes. If `storyboard-model.html` is in the folder, it's the model for the editor you'll make in Step 5. Then follow the recipe.

From E.M. Designs. Part of the DevLearn 2026 starter kit.

## What does this recipe do?

It moves your game's words into one file you can change without code:

- **The words move into one file.** The questions, choices, replies and other lesson words go into `game/questions.js`. Buttons like "Next" stay in the game.
- **You get a storyboard editor.** Each scene shows its game screen, with the game's own pictures, and the screen changes as you type. Preview, then save. No code.

The game itself plays the same. New course, new words, same game.

It works for quizzes, branching stories, simulations and arcade games with questions. To make the game ready for Storyline afterward, use the PWO recipe next.

## How do I use it?

1. Make a new folder. Put your game's folder in it (or its HTML file, if your game is one file).
2. Put `storyboard-model.html` from the starter kit in that folder too. It's the Deadline Run storyboard editor, and Claude makes yours look and work like it.
3. Open that new folder in Claude Code, not your game's own folder.
4. Copy this whole recipe, paste it in, and press Enter.

A long paste may fold into one short line. That's normal.

It's a long job, so give it time. Claude Code asks before it saves files or runs tests. Say yes to the ones for this job.

Claude saves the recipe in your folder first, so it can look back at the steps as it works.

Then Claude asks which folder holds your game. It shows you every word it found and asks if anything is missing, before it changes anything. It works on a copy, so your original game is safe.

Claude Code works best, because Claude can play your game to test it. A chat AI can't open the files on your computer. If that's your tool, upload your game's files and `storyboard-model.html`, paste the recipe, and play the result yourself. Step 7 lists what to check.

## What will I get?

A new folder next to your game, `<your game>-editable`:

| File | What it's for |
|---|---|
| `game/` | Your game and everything it needs. |
| `game/index.html` | The page that starts the game. |
| `game/questions.js` | The lesson's words, one row at a time. |
| `storyboard-edit.html` | The storyboard editor. Each scene shows its game screen, and the screen changes as you type. Preview, then save. |
| `questions-original.js` | Your starting words, so the editor can spot a line that grew too long. |
| `CLAUDE.md` | A short note Claude Code reads before it changes the folder. |

## What's in a storyboard row?

One row is one thing the learner reads. Every row has the same five columns.

They match a spreadsheet, so a subject expert can work in Excel.

| Column | What goes in it | Example |
|---|---|---|
| `scene` | Where the learner is, in the order they get there | Question 1 |
| `part` | What kind of words these are | choice |
| `text` | The words the learner reads | Call the number on the back of the card |
| `reply` | What the learner sees after picking this choice | Good call. That number is the real one. |
| `right` | For a choice: yes, close or no | yes |

## How do I write a recipe like this?

Borrow its shape for any big job you give Claude:

- Say what you want and what you'll get.
- Have Claude save the prompt as a file first, so it can look back.
- Have it work on a copy.
- Have it show you what it found before it changes anything.
- Test each part. Then have it tell you what it made and what it couldn't test.

---

## What does Claude do, step by step?

This part is written to Claude. You're welcome to read along.

Claude, follow these steps in order. Talk with the person in plain words. Show code only if they ask.

Steps 1 to 7 make the words editable. Step 8 tells the person what you made.

When a step says to test, do every test yourself, fix what fails, and keep going. If you can open a browser, play the real game. If you can't, say so plainly in Step 8, and give the person the test steps there. Tell them what you saw in Step 8.

### Step 1. Work on a copy

- Make a new folder named `<game name>-editable`, next to the original. Do all the work there. Leave the original exactly as it is.
- Inside the copy, the game lives in a folder named `game`. The page that starts it is `game/index.html`, at the top of that folder, because Storyline looks for `index.html` (or `index.htm`) in the folder it's given. If the game is one HTML file, it becomes `game/index.html`. Keep its pictures and sounds with it.
- Anything a learner shouldn't get (the editor, notes, test files) stays outside `game`, next to it.

### Step 2. Find every word the learner reads

Look through the whole game: every screen and every branch. Find every word the learner reads as part of the lesson:

- the title and the instructions
- every question, situation or scenario step
- every choice, and how right it is (right, partly right, not right)
- every reply after a choice: feedback, a result headline, a note, follow-up messages
- messages, emails, chats, documents or notices the learner reads on screen
- hints and tips
- end screens: winning, losing, the score message

Some words stay in the game, because they run it rather than teach:

- button names, like "Next" or "Play again"
- clock times, file sizes and window titles
- people's names in a contact list
- credit lines and links to sources
- words that never show on screen

When the choices themselves are buttons, the choice words still move.

If the game already keeps some words in a file of their own, bring them into the new file too, and keep the game working.

Group the words into scenes, in the order the learner meets them. Show the person the list, scene by scene, and tell them which words stay in the game. Then ask once:

"Is anything missing, or anything here you never want to change?"

Wait for the answer. After this, keep going without asking again.

### Step 3. Make `game/questions.js`

- Put every word from Step 2 into `game/questions.js`, one row per thing the learner reads.
- Use the five columns above, always the same and in that order: `scene`, `part`, `text`, `reply`, `right`.
- Start the file with a one-line note: "The words for this game. Change them with storyboard-edit.html."
- `right` is `yes`, `close` or `no` on a choice row. Leave it empty on every other row.
- Some questions have no wrong answer: every choice is fine, and one is best. Use `yes` and `close` there, and say so in `CLAUDE.md`.
- `part` names the row: `title`, `question`, `choice`, `reply-headline`, `message`, `hint`, `win`, `lose`, and so on.
- When the game needs to know which choice is which, add a short name after a colon, like `choice:team-link`.
- When a choice leads to more than one thing (a headline, a note, follow-up messages), put those rows right after the choice. They belong to that choice until the next choice or question.
- Load the words with a plain script tag in `game/index.html`, before the game's own code. That way the game still opens by double-click, and inside Storyline.
- Save a copy of the starting words as `questions-original.js`, next to `storyboard-edit.html`. Keep it out of `game`, so it never reaches learners.

### Step 4. Make the game read its words from that file

- Every word from Step 2 now comes from `game/questions.js`.
- If that file is missing, broken or empty, the game shows a plain message instead of a blank screen: "The words file is missing. Put questions.js back in the game folder."
- If the game counts questions or choices, it counts them from the file. Then an added choice shows up without changing the game.
- If later events depend on which choice was picked, decide what an added choice does. Usually it acts like the original choice with the same `right` value. Write it down, and tell the person in Step 8.
- Check your work: search the game's code for each sentence from Step 2. None should be left, apart from the words that stay in the game. Each word lives in one place only.

### Step 5. Make the storyboard editor

Make `storyboard-edit.html` next to the `game` folder, not inside it, so the editor stays with the person.

If `storyboard-model.html` is here, open it and study it first. It's the Deadline Run storyboard editor from the starter kit. Make yours look and work like it: the same layout, scene strip, live screens, buttons, banner and plain words. Rebuild your game's own screens the same way it rebuilds Deadline Run's. Use its code as a starting point if that helps, but every screen, word and picture must come from this game. Don't copy Deadline Run's words or art into another game. Leave `storyboard-model.html` as it is.

The editor:

- Opens by double-click, with no setup. It loads `game/questions.js` and `questions-original.js` the same plain way the game does.
- Shows one section per scene. Each heading is a plain question about that scene, like "What does the learner see first?" or "What happens after question 2?"
- Feels like editing the game's own screens. Rebuild each scene's screen inside the editor, the way the learner sees it. Use the game's own pictures, colors, fonts, speech bubbles, cards and panels, with the words in their real places. When the person types, that screen picture changes right away. Put the words' boxes beside or under their screen. Load the pictures from the game's own files in `game` by their relative path, so they show when the editor is opened by double-click. Use only the game's own pictures and styles; never draw or add new art. If a screen can't be rebuilt, show its closest picture and say which.
- Shows the whole game at the top as a strip of small screen pictures, one per scene. They go in the order the learner meets them, each with its number and a short name. Click one to jump to that scene. Each small picture updates as the words change too.
- Shows each row in a text box, with its reply under it. Each choice has a menu: right, close or not right.
- Typing in a box must never lose focus. When its screen picture updates, the cursor stays in that box, in the same place, so every letter lands where the person is typing.
- Can add or remove a choice, with its follow-up rows. It adds or removes questions only where the game can handle it. Say which.
- **Preview** opens the game in a new tab with the draft words, without saving. It works in any current browser when both pages are opened by double-click, so the editor hands the draft straight to the new tab. The game shows draft words only in a preview. Opened any other way, it reads `game/questions.js`.
- **Save for the game** writes a new `game/questions.js`. Where the browser can save into a folder, it asks for the `game` folder once per visit and saves there. Where it can't, it downloads `questions.js` and shows three steps in large type: find it in Downloads, move it into the `game` folder, say yes to replace the old one.
- **Spreadsheet out** and **Spreadsheet in** write and read a `.csv` file with the same five columns. Words with commas or quotation marks come back exactly as they went out, and the file opens cleanly in Excel.

Before it saves, the editor checks three things:

- No question or choice is empty.
- Every question has at least one right choice.
- A line much longer than its original in `questions-original.js` gets a warning, because it may not fit on screen.

### Step 6. Write the `CLAUDE.md` note

Put `CLAUDE.md` next to `storyboard-edit.html`. Claude Code reads it before it touches the folder. Keep it short:

- what the game is, in one sentence
- the words live in `game/questions.js`, and change through `storyboard-edit.html`
- to change words, leave `game/index.html` alone
- what each `part` name means, and what an added choice does
- only the `game` folder goes to learners or into Storyline

### Step 7. Test it like a learner

1. Play the original and the new game side by side. If the game branches, play every route and compare the words on every screen. Every word must match. If you can't reach a screen by playing (a hard level, for example), name it and check its words another way.
2. Open the editor by double-click. Each scene shows its screen with the game's own pictures, none missing, and the strip at the top shows every scene. Type a whole sentence in one box, key by key, without clicking again. Then click into the middle of a line and type a word there. Every letter lands where you're typing, and its screen and its small picture change right away. Change one question, one choice and one reply. Press Preview. The new tab shows the draft words, and nothing is saved yet.
3. Save. If your test browser can't save into a folder, use the download way and say so.
4. Close the game. Open `game/index.html` again: a fresh open, not the preview. The new words should show.
5. Pick a right choice. It should still count as right. Pick a wrong one. Its own reply should show.
6. Try the editor's checks: an empty choice, no right choice, a very long line, and a spreadsheet out and back in.
7. Put the original words back in `game/questions.js` when you finish testing.

### Step 8. Tell the person what you made

Start with four short lines:

- the files to know, in the `<game name>-editable` folder: `game/index.html` (the game itself), `game/questions.js` (the words), `storyboard-edit.html` (the editor) and `CLAUDE.md` (the note for Claude)
- how to change words: open the editor, change, save, reopen the game
- what's next: to put the game in Storyline, paste the PWO recipe next, in this same folder
- anything you couldn't test

Then a short list of what you tested, and a short "Good to know" list only if the game needs one, such as what an added choice does (Step 4).

---

## What doesn't this recipe do?

- It doesn't make the game ready for Storyline. The PWO recipe does that.
- It doesn't change how the game plays, its art or its sounds.

Part 1: Convert · Step 5 of 16

Paste the PWO prompt

A PWO is a portable web object: the game and its supporting files in one folder for Storyline.

Do this
When the storyboard job finishes, copy the PWO prompt below into the same Claude Code window and press Enter. Let Claude finish its checks.
You should see
Claude makes deadline-run-pwo from the editable copy. Its game folder holds the files Storyline will need. Your original and editable copies stay in place.
If not
If Claude sees more than one editable folder, tell it which one it made in the last step. If it cannot test in a browser, read the checks it gives you and play the result yourself.
# PWO recipe: make your game ready for Storyline

**Claude, start here.** Before anything else, save this whole message, word for word, as `PWO-RECIPE.md` in the folder you're working in. It's a long job, so you can re-read the file as you work. If you can't save files, keep going. This recipe comes after the storyboard recipe: it starts from the `<game name>-editable` folder that recipe made. If you see more than one, or none, ask which folder to use. Then follow the recipe.

From E.M. Designs. Part of the DevLearn 2026 starter kit.

## What does this recipe do?

It makes your game a PWO (portable web object): one folder with a small web page inside. Storyline places it on a slide as a web object. It works on a laptop with no internet, in the published course and in an LMS. Everything it needs is inside, so nothing breaks when the folder moves.

Your words stay editable in the storyboard editor. The game itself plays the same.

## How do I use it?

1. Run the storyboard recipe first. It makes a folder ending in `-editable`.
2. In the same Claude Code window (or the same folder), copy this whole recipe, paste it in, and press Enter.

A long paste may fold into one short line. That's normal. Claude Code asks before it saves files or runs tests. Say yes to the ones for this job.

Claude lists what Storyline needs first, then fixes it. It asks first only if a fix would change how your game plays or looks. It works on a copy, so the `-editable` folder stays as it is.

## What will I get?

A new folder, `<your game>-pwo`. Use this one from now on. Only its `game` folder goes into Storyline; the editor stays with you. If you pick the `-pwo` folder in Storyline instead, the game still opens.

---

## What does Claude do, step by step?

This part is written to Claude. You're welcome to read along.

Claude, follow these steps in order. Talk with the person in plain words. Show code only if they ask. When a step says to test, do every test yourself, fix what fails, and keep going. If you can't open a browser, say so plainly in Step 5 and give the person the test steps there.

### Step 1. Make the Storyline copy

- Tell the person in one line that you're starting on Storyline.
- Copy the whole `-editable` folder to a new folder named `<game name>-pwo`, so the words stay editable. Do the rest of the work there, and leave the `-editable` folder as it is.

### Step 2. Check before changing

List the problems first. Change nothing yet. Check each of these, and say "OK" or what's wrong:

1. **Everything is inside `game`.** Every picture, sound, font, script and words file the game uses is in the folder.
2. **Links stay inside the folder.** Files are linked from the game's own folder, like `art/hero.png`. A link that starts with a drive letter, `file:` or a slash breaks once the game moves into a course.
3. **No internet needed.** Nothing loads from another website: no scripts, fonts, pictures or sounds. The game works with the internet off.
4. **Words and data load with plain script tags.** Then the game opens straight from its folder, with no server.
5. **It fits the box.** The game scales to whatever size the web object is, with no scroll bars and nothing cut off. It's readable at 960 by 540, and still usable at 720 by 405. It never scrolls the course page around it.
6. **A click comes first.** Keys do nothing until the learner clicks inside the web object. If the game needs keys to play (arrows, Space, letters), its first screen says "Click to start", or the game starts on a click. Keys may still start it too. A game played only by clicking buttons doesn't need the start screen. Either way, the game leaves the keyboard alone until the learner clicks inside it, so the rest of the course keeps working.
7. **Sound waits for a click.** Browsers hold sound back until the learner clicks.
8. **No pop-ups.** No browser alert boxes, new windows or new tabs. The game's own panels and cards are fine. Credit and source links become plain text that still names each source, so nothing opens outside the course.
9. **Works without browser memory.** If the game remembers anything in the browser, like a high score, it still works when the browser blocks that.
10. **Nothing private.** No passwords, keys or personal data in any file.
11. **Size.** Say the folder's total size and name up to five of its biggest files.

Show the person the list. Then fix every problem without asking again. The one exception: if a fix would change how the game plays or looks, ask first. Scaling the whole game to fit its box, in Step 3, is expected, so do it without asking.

### Step 3. Fix

- Bring outside files into `game` (for example, into `game/fonts/` or `game/vendor/`) and link them from inside the folder. Check that each one's license allows this, and list it in `game/CREDITS.txt`.
- Load data files with plain script tags.
- Make the game fit its box. Lay it out at one fixed size, such as 1280 by 720. Then scale that whole layout to fit the box, keeping its shape. The size stays steady when a panel or result card appears. Anything sized to the window, and any panel that appears during play, scales with the rest of the game.
- Add the click-to-start screen if the game uses keys.
- Shrink very large pictures or sounds only if the folder is over 50 MB, and say what you shrank.
- Add a start page at the top of the `-pwo` folder: a small `index.html` that opens `game/index.html` in its place straight away, with no new tab. Storyline shows the `index.html` at the top of whichever folder someone picks, so the game opens even if they pick the `-pwo` folder instead of `game`. If the editor's Save for the game checks for the `game` folder by its `index.html`, make it look for `questions.js` too, so it still says no to the `-pwo` folder. Change its message to say the picked folder isn't the `game` folder.

### Step 4. Test it like a course would

1. **Straight from the folder, offline:** open `game/index.html` the way a double-click does: from the file itself, with no server, and with outside requests blocked. Nothing should try to load from the internet. Play to the end: no errors, nothing missing.
2. **From a web address:** serve the folder from a local test server and play again. A published course runs this way.
3. **In a box:** put the game in a 960 by 540 frame on a test page, the way a course slide holds it, and play. Then try 720 by 405. Click once, then use the keys. Play until a panel or result card appears: nothing jumps in size or gets cut off.
4. **Moved folder:** copy `game` somewhere else and open it again. It still works.
5. **The editor still works:** in the `-pwo` folder, open `storyboard-edit.html` by double-click, change one word, Preview, Save, reopen the game and see it. Then put the original words back.
6. **The start page:** open the `-pwo` folder's own `index.html` the way a double-click does. Then serve the whole `-pwo` folder and open that `index.html` in a 960 by 540 frame. Both times, the game opens and plays. Then check that the editor's Save for the game still says no to the `-pwo` folder.

### Step 5. Tell the person what you made

Start with four short lines:

- the files to know, in the `-pwo` folder: `game/index.html` (the game itself), `game/questions.js` (the words), `storyboard-edit.html` (the editor) and `CLAUDE.md` (the note for Claude). The `-editable` folder was the step in between.
- how to change words: open the editor in the `-pwo` folder, change, save, reopen the game. That's the copy Storyline gets.
- only the `game` folder inside `<game name>-pwo` goes into Storyline or your course; the editor stays with you
- anything you couldn't test

Then the Storyline steps, in a few short lines:

- Insert > Web Object > Browse, choose the `game` folder inside `<game name>-pwo`, then OK. (If you choose the `-pwo` folder instead, the game still opens.) Size it to fill most of the slide (about 960 by 540 works well).
- The folder picker shows only the folders inside `game` (for example, `assets` or `fonts`). That's expected. Pick the `game` folder itself.
- Storyline's Preview can't show web objects. Publish to Review 360, then open the course there and play.
- Learners click once inside the game before the keys work.
- After you change words: delete the web object from the slide, insert the `game` folder again, then publish. Publishing again on its own keeps the old words.

Then a short list of what you tested, and a short "Good to know" list only if the game needs one, such as what an added choice does.

---

## What doesn't this recipe do?

- It doesn't send scores to an LMS. The game plays inside the course, but Storyline doesn't see its score.
- It doesn't change how the game plays, its art or its sounds, except to make it fit and work offline.

Part 1: Convert · Step 6 of 16

Look at what Claude made

Now check the result, rather than relying on the message that says it finished.

Do this
Open convert-this-game, then deadline-run-pwo inside it. Look at the file map below, then double-click game/index.html and play a round.
You should see
The game still plays the same. You can find the editor, the separate words file and the saved recipes.
If not
If a picture or game screen is missing, tell Claude exactly what you see and ask it to fix and test that result. Keep the original game.
game/
The game and everything it needs. Only this folder goes into Storyline.
game/questions.js
The learning words the game reads.
index.html
A start page that opens the game, in case Storyline gets this whole folder.
storyboard-edit.html
The editor where you change those words without code.
questions-original.js
The starting words, for length checks.
CLAUDE.md
Instructions for Claude in this converted folder.
STORYBOARD-RECIPE.md and PWO-RECIPE.md
The two messages Claude saved before doing the work. They are in convert-this-game, beside deadline-run-pwo.

Part 2: Edit · Step 7 of 16

Open your storyboard

Use the version you made.

Do this
Double-click storyboard-edit.html in convert-this-game/deadline-run-pwo. If your conversion didn't work, download the finished game from the Session 305 page and follow its guide instead.
You should see
The editor shows the game's scenes and their pictures. Its game folder is beside it.
If not
If you see a different editor, close it and reopen the one beside the game you are using. Keep one version for the next edit.

Part 2: Edit · Step 8 of 16

Change the Subject line and its reply

One recognizable change will let you tell whether your save worked.

Do this
  1. Open The document, then find Subject. If it has a Change button, press it.
  2. Keep it marked as a problem. Replace its line with: URGENT: Confirm your password before today's staff meeting
  3. Find Bob's reply for that line and enter: Good catch. Pause and verify this request through your usual IT contact, not by replying here.
You should see
The document picture shows your Subject line, and the matching reply stays with that choice. Other lines remain.
If not
If a length warning appears, check the words in the preview next. Shorten them only if they spill out. Your editor may use different field labels; look for the Subject line, its problem flag and its reply. Keep this first edit small.
See an example of the open Subject line
The editor's Subject line, changed to the example and marked as a problem, with Bob's new reply under it.
Use this example picture to find the fields in your own editor.

Use fictional examples, not real names, passwords, patient details or confidential workplace content. In this example, the password request and surrounding clues make it a problem. Urgency alone is not proof of a scam.

Part 2: Edit · Step 9 of 16

Preview your change

Preview is a rehearsal. Nothing is saved yet.

Do this
Press Try it in the game. Your editor may call it Preview. Play until Bob's document appears, pick Subject and read the reply.
You should see
The preview game shows your new Subject and feedback.
If not
If a popup is blocked, allow this local page to open a tab and try again. Open the editor by double-clicking its file, rather than from a website. If words spill out, shorten them before saving.

The preview carries unsaved words. The game you reopen from its folder reads the saved questions.js instead.

Part 2: Edit · Step 10 of 16

Save for the game

Put the checked words where the real game reads them.

Do this
Return to the editor and press Save for the game. If a folder picker opens, pick the game folder beside this editor and allow the save. If the browser downloads questions.js, move that file into the same game folder and replace only its old questions.js.
You should see
This game folder contains one file named exactly questions.js. If your editor has Check the game folder, use it to check where the save landed.
If not
If you cancel the folder picker, choose Download questions.js instead. Use the newest download. Rename questions (1).js to questions.js before replacing the old file. Show file extensions so you do not make questions.js.js. Fix any missing or overlong field the editor names.

The folder must be the game beside this editor, rather than Downloads or the whole kit. If the message says it saved in another folder, pick this version's game folder.

Part 2: Edit · Step 11 of 16

Reopen the saved game

This is how you know the change reached the file, not only the preview.

Do this
Close the preview. Open this version's game folder and double-click index.html. Play to Bob's document, select Subject and read his reply.
You should see
Your new Subject and matching reply appear without using the editor's preview button.
If not
If the old words appear, close game tabs, check that the newest file replaced this version's questions.js, then reopen index.html. Keep your work while you check where the save landed.
See the example edit in the actual game
Bob's inbox in the game, with the changed Subject: URGENT: Confirm your password before today's staff meeting.
This example shows the changed words in a reopened game. Now look for your own words in the game you reopened.

Part 3: Check · Step 12 of 16

Ask Claude to check your learning content

Fill in the two brackets here before you copy. A folded paste in Claude can be hard to edit.

Do this
  1. Fill in the first bracket in the box below: who takes the game.
  2. Keep Claude Code open in convert-this-game and type deadline-run-pwo in the folder bracket.
  3. Copy the whole check prompt into that Claude Code window and press Enter.

Read the problems it reports before agreeing to changes.

You should see
Claude names the rows it checked and suggests fixes. It does not change files until you say so.
If not
If it cannot play a screen, it should name that limit. Play it yourself and tell Claude what happened. You can skip this AI check and keep your saved edit.

Part 4: Storyline · Step 13 of 16

Insert the game folder

The editor stays with you. The game folder goes into Storyline.

Do this
On a Storyline slide, choose Insert > Web Object > Browse. Pick the game folder from the version you saved, then confirm with OK. If you pick the deadline-run-pwo folder instead, the game still opens. Size the game to use most of the slide.
You should see
The slide holds a web object. Storyline Preview cannot run it; publish to try it.
If not
The folder picker shows only the folders inside game, like assets. That's expected: select game itself. Keep everything inside game together. If you do not have Storyline access, keep your checked local game and do this part later.

Part 4: Storyline · Step 14 of 16

Publish to Review 360 and test

Review 360 is Articulate's website for reviewing courses. This kit's Review 360 route has not been tested yet.

Do this
  1. Choose Home > Publish, then Review 360 on the left. It's often already picked.
  2. If asked, choose Create a new item. Give this test a title and press Publish.
  3. When it finishes, press View Project. Click once inside the game before using the keys, then play to your changed line and reply.
You should see
Your course opens in Review 360. The game is on the slide where you put it.
If not
If nothing opens, sign in to Articulate 360, open Review 360 and find the title. If you see this guide instead of the game, reinsert game itself. If the game won't play in Review 360, your local game is still finished. Write "Review 360 later."

An LMS is your company's training system. If your organization requires an LMS package, use its Storyline publishing settings and normal upload process. This game does not automatically report its score to the LMS.

Articulate's Review 360 guide and LMS publishing guide need internet access.

Part 4: Storyline · Step 15 of 16

Update the game after another edit

Storyline keeps a copy when you insert the game. Publishing alone keeps that old copy.

Do this
  1. Preview, save, reopen and play the changed local game.
  2. In Storyline, select only the game's web object on the slide and press Delete. Keep your source game folder.
  3. Choose Insert > Web Object > Browse again and pick that saved game folder.
  4. Publish again, open the course, click inside the game and check the new words and reply.
You should see
The published course shows the latest saved edit.
If not
If old words remain, check the local saved game first, then confirm you inserted that same game folder again. Do not delete your source folder to fix a course copy.

Part 5: Your own game · Step 16 of 16

Use the three prompts on your own game

Keep the kit as your example while you work on a separate copy of your own game.

Do this
  1. Make a new folder outside this kit. Put your own game's folder or HTML file there.
  2. Copy storyboard-model.html from the kit's convert-this-game folder into that new folder.
  3. Open that new folder in Claude Code. Paste the storyboard prompt from Step 4, let it finish, then paste the PWO prompt from Step 5.
  4. Use the check prompt from Step 12 after you have played and saved your edit.
You should see
You get your own editable version and a PWO copy. The original and this starter kit stay in place.
If not
If Claude starts coaching you through the kit instead, you opened a folder inside it. Open the new folder outside the kit. A chat AI sees only files you give it: upload your game's files and storyboard-model.html, paste the separate prompts in order, and play the returned result yourself. Never upload private material.

The same three prompts are on emdesigns.ai/devlearn/305. They are separate jobs: storyboard, then PWO, then a learning-content check.