Files
BreakEscape/docs/INK_BEST_PRACTICES.md
Z. Cliffe Schreuders 5a89ce945c Update INK best practices and instructor scenarios for influence tracking
- Added critical requirements for including `#influence_increased` and `#influence_decreased` tags after modifying influence variables to ensure visual feedback in the game.
- Enhanced documentation on best practices for dialogue formatting, emphasizing the importance of avoiding lists and keeping exit conversations brief.
- Updated multiple instructor scenarios to include the necessary influence tags, ensuring consistent feedback for player actions.
- Corrected room connection direction in scenario.json.erb for improved navigation.
2025-12-04 14:13:21 +00:00

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# Ink Story Writing Best Practices for Break Escape
## Speaker Tags - Critical for Dialogue Attribution
Every dialogue block in Break Escape Ink stories must include a speaker tag comment. This tells the game engine WHO is speaking so it displays the correct character portrait and name.
### Speaker Tag Format
```ink
=== dialogue_block ===
# speaker:npc
This dialogue comes from the main NPC being talked to
```
### Tag Types
| Tag Format | Usage | Example |
|-----------|-------|---------|
| `# speaker:npc` | Main NPC in single-NPC conversation | `# speaker:npc` |
| `# speaker:player` | Player speaking | `# speaker:player` |
| `# speaker:npc:sprite_id` | Specific character in multi-NPC scene | `# speaker:npc:test_npc_back` |
### Missing Tags? They Default Correctly!
**Important**: If a speaker tag is MISSING, the dialogue automatically attributes to the main NPC. This means:
- **Single-NPC conversations** can omit tags (simpler Ink)
- **Multi-character conversations** MUST include tags to show who's speaking
- **Player dialogue** can be explicitly tagged or inferred
### Examples
#### Single-Character (Tags Optional)
```ink
=== hub ===
I'm here to help you progress.
What can I do for you?
-> hub
```
↑ Both lines default to the main NPC (this.npc.id)
#### Single-Character (Tags Explicit)
```ink
=== hub ===
# speaker:npc
I'm here to help you progress.
# speaker:npc
What can I do for you?
-> hub
```
↑ Same result, but more explicit
#### Multi-Character (Tags Required!)
```ink
=== meeting ===
# speaker:npc:test_npc_back
Hey, meet my colleague from the back office.
# speaker:npc:test_npc_front
Nice to meet you! I manage the backend systems.
# speaker:player
That sounds interesting.
# speaker:npc:test_npc_back
We work great together!
```
↑ Tags MUST be present so the correct portraits appear
### Technical Implementation
The game engine uses these tags to:
1. **Determine which character portrait to show** - Main NPC or secondary character
2. **Set the speaker label** - Shows character name above dialogue
3. **Style the dialogue bubble** - NPC vs Player styling
4. **Track multi-character conversations** - Knows who said what when
**Code location**: `js/minigames/person-chat/person-chat-minigame.js``determineSpeaker()` and `createDialogueBlocks()`
---
## Recommended NPC Structure (REQUIRED)
All Break Escape NPC conversations **must** follow this standard structure:
1. **`=== start ===` knot** - Initial greeting when conversation opens
2. **`=== hub ===` knot** - Central loop that always repeats after interactions
3. **Hub must have at least one repeating exit choice** - Include `+ [Exit/Leave choice] #exit_conversation` with `+` (sticky choice)
4. **Hub loops back to itself** - Use `-> hub` to return from topic knots
5. **Player choices in brackets** - All `*` and `+` choices wrapped in `[...]` written as short dialogue
### Choice Types: `+` (sticky) vs `*` (non-sticky)
**Critical distinction:**
- **`+` (sticky choice)**: Always available, appears every time the hub is reached
- **Use for**: Exit options, repeatable questions, ongoing topics
- **Example**: `+ [Leave conversation] #exit_conversation`
- **`*` (non-sticky choice)**: Appears only once per conversation session
- **Use for**: One-time narrative progression, initial questions
- **Important**: State is NOT saved between game loads - the `*` choice will appear again in the next conversation session
- **Example**: `* [Tell me about your background]`
**At least one `+` choice must always be present in the hub** to ensure players can always exit the conversation.
### Player Choice Formatting
**Critical**: Every player choice must be written as dialogue in square brackets `[]`, not as menu options.
**WRONG** - Technical menu language:
```ink
* [Ask about security]
```
**RIGHT** - Dialogue as the player would speak:
```ink
* [Can you tell me about security?]
* [How do I create a strong password?]
* [I've heard about phishing attacks...]
```
The text in brackets appears as the player's spoken dialogue to the NPC. Make it conversational and in-character!
### Hub Structure Pattern
```ink
=== start ===
# speaker:npc
Initial greeting here.
-> hub
=== hub ===
* [Player dialogue choice 1]
-> topic_1
* [Player dialogue choice 2]
-> topic_2
+ [Exit/Leave] #exit_conversation
# speaker:npc
NPC farewell response.
-> hub
```
**Key points:**
- **Hub always repeats** - Every topic knot must `-> hub` to keep conversation flowing
- **At least one `+` choice required** - Typically the exit option, ensures player can always leave
- `*` choices (non-sticky) appear only once per conversation session, but reset when the game is reloaded
- `+` choices (sticky) appear every time the hub is reached
- Hub always loops with `-> hub` after handling topics
- Exit choice has `#exit_conversation` tag to close minigame
- Exit choice still gets NPC response before closing
**Important**: `*` choice state is NOT persisted between game loads. If a player exits the game and reloads, all `*` choices will be available again. This is simpler than tracking state with variables and is acceptable for most use cases.
---
## Core Design Pattern: Hub-Based Conversations
Break Escape conversations follow a **hub-based loop** pattern where NPCs provide repeatable interactions without hard endings.
### Why Hub-Based?
1. **State Persistence** - Variables (favour, items earned, flags) accumulate naturally across multiple interactions
2. **Dynamic Content** - Use Ink conditionals to show different options based on player progress
3. **Continuous Evolution** - NPCs can "remember" conversations and respond differently
4. **Educational Flow** - Mirrors real learning where concepts build on each other
## Standard Ink Structure
### Template
```ink
VAR npc_name = "NPC"
VAR favour = 0
VAR has_learned_about_passwords = false
=== start ===
# speaker:npc
~ favour += 1
{npc_name}: Hello! What would you like to know?
-> hub
=== hub ===
* [Can you teach me about passwords?]
~ has_learned_about_passwords = true
~ favour += 1
-> ask_passwords
* [Tell me something interesting]
-> small_talk
+ [I should get going] #exit_conversation
# speaker:npc
{npc_name}: See you around!
-> hub
=== ask_passwords ===
# speaker:npc
{npc_name}: Passwords should be...
-> hub
=== small_talk ===
# speaker:npc
{npc_name}: Nice weather we're having.
-> hub
```
### Key Points
1. **Hub Section**: Central "choice point" that always loops back
2. **Exit Choice**: Use `+ [Player dialogue] #exit_conversation` (sticky choice)
3. **Variables**: Increment favour/flags on meaningful choices
4. **No Hard END**: Avoid `-> END` for loop-based conversations
5. **Player Dialogue**: Every choice written as spoken dialogue in brackets
## Exit Strategy: `#exit_conversation` Tag
### What It Does
When a player selects a choice tagged with `#exit_conversation`:
1. The dialogue plays normally
2. After the NPC response, the minigame closes automatically
3. All conversation state (variables, progress) is saved
4. Player returns to the game world
### Usage
```ink
+ [I need to go] #exit_conversation
{npc_name}: Okay, come back anytime!
-> hub
```
### Important
- The NPC still responds to the choice
- Variables continue to accumulate
- Story state is saved with all progression
- On next conversation, story picks up from where it left off
## Handling Repeated Interactions
Break Escape uses Ink's built-in features to manage menu options across multiple conversations.
### Understanding Choice Types: `*` vs `+`
Before diving into patterns, understand the fundamental choice types:
**`*` (non-sticky choice)**
- Appears only ONCE per conversation session
- After selected, it disappears from the menu
- **State is NOT saved** - Choice will reappear after game reload
- Use for: One-time narrative moments, initial questions
**`+` (sticky choice)**
- Appears EVERY time the hub is reached
- Never disappears from the menu
- Always available to select
- Use for: Exit options, repeatable questions, ongoing topics
**Critical**: Every hub MUST have at least one `+` choice (typically the exit option) to ensure players can always leave the conversation.
### Pattern 1: Remove Option After First Visit (`once`)
Use `once { }` to show a choice only the first time:
```ink
=== hub ===
once {
* [Introduce yourself]
-> introduction
}
+ [Leave] #exit_conversation
-> hub
```
**Result:**
- 1st visit: "Introduce yourself" appears
- 2nd+ visits: "Introduce yourself" is hidden
### Pattern 2: Change Menu Text on Repeat (`sticky`)
Use `sticky { }` with conditionals to show different options:
```ink
VAR asked_question = false
=== hub ===
sticky {
+ {asked_question: [Remind me about that question]}
-> question_reminder
+ {not asked_question: [Ask a question]}
-> question
}
+ [Leave] #exit_conversation -> hub
=== question ===
~ asked_question = true
NPC: Here's the answer...
-> hub
=== question_reminder ===
NPC: As I said before...
-> hub
```
**Result:**
- 1st visit: "Ask a question"
- 2nd+ visits: "Remind me about that question"
### Pattern 3: Show Different Content Based on Progress
Use variable conditionals anywhere:
```ink
VAR favour = 0
VAR has_learned_x = false
=== hub ===
+ {favour < 5: [Ask politely]}
~ favour += 1
-> polite_ask
+ {favour >= 5: [Ask as a friend]}
~ favour += 2
-> friend_ask
+ [Leave] #exit_conversation -> hub
```
### Combining Patterns
```ink
VAR asked_quest = false
VAR quest_complete = false
=== hub ===
// This option appears only once
once {
* [You mentioned a quest?]
~ asked_quest = true
-> quest_explanation
}
// These options change based on state
sticky {
+ {asked_quest and not quest_complete: [Any progress on that quest?]}
-> quest_progress
+ {quest_complete: [Quest complete! Any rewards?]}
-> quest_rewards
}
+ [Leave] #exit_conversation -> hub
```
### How Variables Persist
Variables are automatically saved and restored:
```ink
VAR conversation_count = 0
=== start ===
~ conversation_count += 1
NPC: This is conversation #{conversation_count}
-> hub
```
**Session 1:** conversation_count = 1
**Session 2:** conversation_count = 2 (starts at 1, increments to 2)
**Session 3:** conversation_count = 3
The variable keeps incrementing across all conversations!
## State Saving Strategy
### Automatic Saving
- State saves **immediately after each choice** is made
- Variables persist across multiple conversations
- No manual save required
### What Gets Saved
```javascript
{
storyState: "...", // Full Ink state (for resuming mid-conversation)
variables: { favour: 5 }, // Extracted variables (used when restarting)
timestamp: 1699207400000 // When it was saved
}
```
### Resumption Behavior
1. **Mid-Conversation Resume** (has `storyState`)
- Story picks up exactly where it left off
- Full narrative context preserved
2. **After Hard END** (only `variables`)
- Story restarts from `=== start ===`
- Variables are pre-loaded
- Conditionals can show different options based on prior interactions
## Advanced Patterns
### Favour/Reputation System
```ink
VAR favour = 0
=== hub ===
{favour >= 5:
+ [You seem to like me...]
~ favour += 1
-> compliment_response
}
+ [What's up?]
~ favour += 1
-> greeting
+ [Leave] #exit_conversation
-> hub
```
### Unlocking Questlines
```ink
VAR has_quest = false
VAR quest_complete = false
=== hub ===
{not has_quest:
+ [Do you need help?]
~ has_quest = true
-> offer_quest
}
{has_quest and not quest_complete:
+ [Is the quest done?]
-> check_quest
}
* [Leave] #exit_conversation
-> hub
```
### Dialogue That Changes Based on Progress
```ink
=== greet ===
{conversation_count == 1:
{npc_name}: Oh, a new face! I'm {npc_name}.
}
{conversation_count == 2:
{npc_name}: Oh, you're back! Nice to see you again.
}
{conversation_count > 2:
{npc_name}: Welcome back, my friend! How are you doing?
}
-> hub
```
## Anti-Patterns (Avoid These)
**Hard Endings Without Hub**
```ink
=== conversation ===
{npc_name}: That's all I have to say.
-> END
```
*Problem: Player can't interact again, variables become stuck*
**Showing Same Option Repeatedly**
```ink
=== hub ===
+ [Learn about X] -> learn_x
+ [Learn about X] -> learn_x // This appears EVERY time!
```
*Better: Use `once { }` or `sticky { }` with conditionals*
**Forgetting to Mark Topics as Visited**
```ink
=== hub ===
+ [Ask about passwords]
-> ask_passwords
=== ask_passwords ===
NPC: Passwords should be strong...
-> hub
```
*Problem: Player sees "Ask about passwords" every time*
*Better: Track it with a variable*
```ink
VAR asked_passwords = false
=== ask_passwords ===
~ asked_passwords = true
NPC: Passwords should be strong...
-> hub
```
**Mixing Exit and END**
```ink
=== hub ===
+ [Leave] #exit_conversation
-> END
```
*Problem: Confused state logic. Use `#exit_conversation` OR `-> END`, not both*
**Conditional Without Variable**
```ink
=== hub ===
+ {talked_before: [Remind me]} // 'talked_before' undefined!
-> reminder
```
*Better: Define the variable first*
```ink
VAR talked_before = false
=== ask_something ===
~ talked_before = true
-> hub
```
## Debugging
### Check Saved State
```javascript
// In browser console
window.npcConversationStateManager.getNPCState('npc_id')
```
### Clear State (Testing)
```javascript
window.npcConversationStateManager.clearNPCState('npc_id')
```
### View All NPCs with Saved State
```javascript
window.npcConversationStateManager.getSavedNPCs()
```
## Testing Your Ink Story
1. **First Interaction**: Variables should start at defaults
2. **Make a Choice**: Favour/flags should increment
3. **Exit**: Should save all variables
4. **Return**: Should have same favour, new options may appear
5. **Hard END (if used)**: Should only save variables, restart fresh
## Real-World Example: Security Expert NPC
Here's a complete example showing all techniques combined:
```ink
VAR expert_name = "Security Expert"
VAR favour = 0
VAR learned_passwords = false
VAR learned_phishing = false
VAR learned_mfa = false
VAR task_given = false
VAR task_complete = false
=== start ===
~ favour += 1
{expert_name}: Welcome back! Good to see you again.
-> hub
=== hub ===
// Introduction - appears only once
once {
* [I'd like to learn about cybersecurity]
-> introduction
}
// Password topic - changes on repeat
sticky {
+ {learned_passwords: [Tell me more about password security]}
-> passwords_advanced
+ {not learned_passwords: [How do I create strong passwords?]}
-> learn_passwords
}
// Phishing topic - only shows after passwords are learned
{learned_passwords:
sticky {
+ {learned_phishing: [Any new phishing threats?]}
-> phishing_update
+ {not learned_phishing: [What about phishing attacks?]}
-> learn_phishing
}
}
// MFA topic - conditional unlock
{learned_passwords and learned_phishing:
sticky {
+ {learned_mfa: [More about multi-factor authentication?]}
-> mfa_advanced
+ {not learned_mfa: [I've heard about multi-factor authentication...]}
-> learn_mfa
}
}
// Tasks appear based on what they've learned
{learned_passwords and learned_phishing and not task_given:
+ [Do you have any tasks for me?]
~ task_given = true
-> task_offer
}
{task_given and not task_complete:
+ [I completed that task]
~ task_complete = true
~ favour += 5
-> task_complete_response
}
{favour >= 20:
+ [You seem to trust me now...]
~ favour += 2
-> friendship_response
}
+ [Leave] #exit_conversation
{expert_name}: Great work! Keep learning.
-> hub
=== introduction ===
{expert_name}: Cybersecurity is all about protecting data and systems.
{expert_name}: I can teach you the fundamentals, starting with passwords.
-> hub
=== learn_passwords ===
~ learned_passwords = true
~ favour += 1
{expert_name}: Strong passwords are your first line of defense.
{expert_name}: Use at least 12 characters, mixed case, numbers, and symbols.
-> hub
=== passwords_advanced ===
{expert_name}: Consider using a password manager like Bitwarden or 1Password.
{expert_name}: This way you don't have to remember complex passwords.
-> hub
=== learn_phishing ===
~ learned_phishing = true
~ favour += 1
{expert_name}: Phishing emails trick people into revealing sensitive data.
{expert_name}: Always verify sender email addresses and never click suspicious links.
-> hub
=== phishing_update ===
{expert_name}: New phishing techniques are emerging every day.
{expert_name}: Stay vigilant and report suspicious emails to your IT team.
-> hub
=== learn_mfa ===
~ learned_mfa = true
~ favour += 1
{expert_name}: Multi-factor authentication adds an extra security layer.
{expert_name}: Even if someone has your password, they can't log in without the second factor.
-> hub
=== mfa_advanced ===
{expert_name}: The most secure setup uses a hardware security key like YubiKey.
{expert_name}: SMS codes work too, but authenticator apps are better.
-> hub
=== task_offer ===
{expert_name}: I need you to audit our password policies.
{expert_name}: Can you check if our employees are following best practices?
-> hub
=== task_complete_response ===
{expert_name}: Excellent work! Your audit found several issues we need to fix.
{expert_name}: You're becoming quite the security expert yourself!
-> hub
=== friendship_response ===
{expert_name}: You've learned so much, and I can see your dedication.
{expert_name}: I'd like to bring you into our security team permanently.
-> hub
```
**Key Features Demonstrated:**
-`once { }` for one-time intro
-`sticky { }` for "tell me more" options
- ✅ Conditionals for unlocking content
- ✅ Variable tracking (learned_X, favour)
- ✅ Task progression system
- ✅ Friendship levels based on favour
- ✅ Proper hub structure
---
## NPC Influence System
### Overview
Every NPC can track an **influence** variable representing your relationship with them. When influence changes, Break Escape displays visual feedback to the player.
**CRITICAL REQUIREMENT**: You MUST include `#influence_increased` after every `influence +=` statement and `#influence_decreased` after every `influence -=` statement. These tags are required for the game to display visual feedback to players. This applies regardless of the variable name used (e.g., `influence`, `rapport`, `favour`, `trust`, etc.).
### Implementation
#### 1. Declare the Influence Variable
```ink
VAR npc_name = "Agent Carter"
VAR influence = 0
VAR relationship = "stranger"
```
#### 2. Increase Influence (Positive Actions)
When the player does something helpful or builds rapport:
```ink
=== help_npc ===
Thanks for your help! I really appreciate it.
~ influence += 1
#influence_increased
-> hub
```
**Result**: Displays green popup: **"+ Influence: Agent Carter"**
**CRITICAL**: You MUST include `#influence_increased` immediately after every `influence +=` statement. Without this tag, the game will not display the visual feedback to the player.
#### 3. Decrease Influence (Negative Actions)
When the player is rude or makes poor choices:
```ink
=== be_rude ===
That was uncalled for. I expected better.
~ influence -= 1
#influence_decreased
-> hub
```
**Result**: Displays red popup: **"- Influence: Agent Carter"**
**CRITICAL**: You MUST include `#influence_decreased` immediately after every `influence -=` statement. Without this tag, the game will not display the visual feedback to the player.
#### 4. Use Influence for Conditional Content
```ink
VAR influence = 0
=== hub ===
{influence >= 5:
+ [Ask for classified intel]
-> classified_intel
}
{influence >= 10:
+ [Request backup]
-> backup_available
}
{influence < -5:
NPC refuses to cooperate further.
}
```
### Complete Influence Example
```ink
VAR npc_name = "Field Agent"
VAR influence = 0
=== start ===
Hello. What do you need?
-> hub
=== hub ===
+ [Offer to help]
That would be great, thanks!
~ influence += 2
#influence_increased
-> hub
+ [Demand cooperation]
I don't respond well to demands.
~ influence -= 2
# influence_decreased
-> hub
+ {influence >= 5} [Share sensitive information]
Since I trust you... here's what I know.
-> trusted_info
+ [Leave] #exit_conversation
-> hub
=== trusted_info ===
This option only appears when influence >= 5.
The breach came from inside the facility.
~ influence += 1
#influence_increased
-> hub
```
### Best Practices
- **ALWAYS include influence tags**: Every `influence +=` must be followed by `#influence_increased`, and every `influence -=` must be followed by `#influence_decreased`. This is REQUIRED for the game to display visual feedback to players.
- **Use meaningful increments**: ±1 for small actions, ±2-3 for significant choices
- **Track thresholds**: Unlock new options at key influence levels (5, 10, 15)
- **Show consequences**: Have NPCs react differently based on current influence
- **Balance carefully**: Make influence meaningful but not too easy to game
- **Update relationship labels**: Use influence to change how NPCs address the player
### Technical Tags
| Tag | Effect | Popup Color | Required? |
|-----|--------|-------------|-----------|
| `#influence_increased` | Shows positive relationship change | Green | **YES** - Must follow every `influence +=` |
| `#influence_decreased` | Shows negative relationship change | Red | **YES** - Must follow every `influence -=` |
**IMPORTANT**: These tags are NOT optional. They must be included wherever you modify influence variables, regardless of variable name (e.g., `influence`, `rapport`, `favour`, `trust`, etc.). Without these tags, players will not see visual feedback when their relationship with NPCs changes.
See `docs/NPC_INFLUENCE.md` for complete documentation.
---
## Common Syntax Errors to Avoid
### Do NOT Use Markdown-Style Bold (`**text**`)
**Ink does NOT support markdown-style bold formatting.** Using `**text**` will cause the asterisks to appear literally in the output, which looks unprofessional.
**WRONG:**
```ink
Here's a **Lab Sheet Workstation** in this room.
```
**RIGHT:**
```ink
Here's a Lab Sheet Workstation in this room.
```
If you need emphasis, use capitalization, quotes, or descriptive language instead of markdown formatting.
### Do NOT Start Lines with `*` (Except for Choices)
**Lines cannot start with `*` in Ink**, except when it's part of a valid choice syntax (`* [choice text]` or `+ [choice text]`).
**WRONG:**
```ink
**Navigation in normal mode:**
- "h" "j" "k" "l" move cursor
```
**RIGHT:**
```ink
Navigation in normal mode:
- "h" "j" "k" "l" move cursor
```
If you need section headers, use plain text without asterisks.
### Do NOT Ignore "Apparent Loose End" Warnings
**"Apparent loose end" warnings from the Ink compiler are likely syntax errors** and should be investigated, not ignored. These warnings typically indicate:
- Missing knot definitions (referenced but not defined)
- Incorrect choice syntax
- Unclosed conditionals or loops
- Invalid divert targets
- Markdown formatting such as ** at the start of a line.
Always fix these warnings before considering your Ink story complete. They can cause runtime errors or unexpected behavior in the game.
### Avoid Lists in Dialogue (Use Sentences Instead)
**Dialogue is displayed line-by-line to players**, so lists with bullet points create a poor reading experience. Players must click through each list item individually, which feels tedious.
**WRONG:**
```ink
You've shown you can:
- Navigate Linux systems effectively
- Use SSH for remote access
- Perform security testing with tools like Hydra
- Escalate privileges when needed
```
**RIGHT:**
```ink
You've shown you can navigate Linux systems effectively, use SSH for remote access, perform security testing with tools like Hydra, and escalate privileges when needed.
```
**Best Practice:** Convert lists to flowing sentences using commas and "and" for the final item. This creates natural, readable dialogue that players can skip through more easily.
### Keep Exit Conversations Brief
**Exit conversations should be 1-2 lines maximum** before the `#exit_conversation` tag. Players are trying to leave, so don't make them read through multiple paragraphs.
**WRONG:**
```ink
=== end_conversation ===
Whenever you need a refresher on Linux fundamentals, I'm here.
You've demonstrated solid understanding and good security awareness. Keep that mindset.
Now get to that terminal and start practicing. Theory is useful, but hands-on experience is how you actually learn.
See you in the field, Agent.
#exit_conversation
```
**RIGHT:**
```ink
=== end_conversation ===
See you in the field, Agent.
#exit_conversation
```
Or with conditional content:
```ink
=== end_conversation ===
{instructor_rapport >= 40:
You've demonstrated solid understanding. See you in the field, Agent.
- else:
See you in the field, Agent.
}
#exit_conversation
```
**Best Practice:** Keep farewell messages short and to the point. Players appreciate quick exits.
## Common Questions
**Q: Should I use `-> END` or hub loop?**
A: Use hub loop for all NPCs, and include in that loop at least one exit option that is always available.
**Q: How do I show different dialogue on repeat conversations?**
A: Use Ink conditionals with variables like `{conversation_count > 1:` or `{influence >= 5:`
**Q: Can I have both choices and auto-advance?**
A: Yes! After showing choices, the hub is reached. Use `-> hub` to loop.
**Q: What if I need to end a conversation for story reasons?**
A: Use a choice with dialogue that feels like an ending, then loop back to hub. Or use `#exit_conversation` to close the minigame while keeping state.
**Q: What's the difference between `once` and `sticky`?**
A: `once` shows content only once then hides it. `sticky` shows different content based on conditions. Use `once` for introductions, use `sticky` to change menu text.
**Q: Can I have unlimited options in a hub?**
A: Yes! But for good UX, keep it to 3-5 main options plus "Leave". Use conditionals to show/hide options based on player progress.