Create a game systems diagram...
About this model
Create a game systems diagram for a short touchscreen vertical escape-room experience about financial behavior cycles.
STYLE: - Clean Machinations.io structure - Minimal but readable - Use clear node labels - Separate the experience into 2 main sections: 1. Vicious Cycle Room 2. Virtuous Cycle Room
CORE LOOP: The player starts with a financial balance score that continuously decreases over time. The player must complete puzzles before the balance reaches zero. Balance acts as both timer and score.
GLOBAL SYSTEMS: - Resource: Balance - Resource drains continuously with time - Faster drain when player makes poor decisions - Positive recovery only exists in Virtuous Cycle room - Progression based on puzzle completion
INITIAL STATE: Player enters Room 1 with: - Balance = 3200 - Countdown active - Stress level increasing over time
ROOM 1 — VICIOUS CYCLE: Narrative goal: The player feels trapped in reactive financial behavior.
Gameplay logic: Each solved puzzle creates another problem or reveals hidden consequences.
Add these puzzle nodes:
1. Reactive Associations Mechanic: Match impulsive financial actions to consequences. Examples: - Buying impulsively - Paying minimum credit card payment - Ignoring bank statements Consequences: - Debt increases - Balance shortage - Stress accumulation
System behavior: Even successful matches generate: - New notifications - Hidden penalties - Additional balance drain
2. Chaotic Timeline Mechanic: Player tries to organize a disordered month timeline. System response: Timeline partially destabilizes again after organization. Narrative: “Trying to organize after chaos is too late.”
3. Impulsive Choice Mechanic: Player chooses between bad financial decisions. Examples: - Ignore payment - Use overdraft - Buy during promotion
System behavior: All choices: - Unlock progress - Trigger penalties - Reduce balance
4. Incomplete Financial View Mechanic: Player analyzes a fragmented bank statement. Player believes situation is stable. After confirmation: - Hidden expenses appear - Balance sharply decreases - Exit door remains locked
END OF ROOM 1: System state: - Player realizes they are trapped in a cycle - Door partially opens or fails - Message: “You reacted to every problem, but never gained control.”
Transition condition: Unlock Room 2.
ROOM 2 — VIRTUOUS CYCLE: Narrative goal: The player gains control through visibility and planning.
Core difference: Information is complete and predictable.
Global mechanics: - Balance drain slows down - Good decisions can recover balance - Feedback becomes positive
Add these puzzle nodes:
1. Conscious Associations Mechanic: Match healthy financial behaviors to positive outcomes. Examples: - Planning expenses - Monitoring statements - Defining goals
Rewards: - Stability - Predictability - Balance recovery
2. Planned Timeline Mechanic: Organize financial planning before spending. Steps: - View income - Define priorities - Reserve money - Spend consciously
Result: Stable system progression.
3. Strategic Decision Mechanic: Player chooses using complete information. Only one option creates optimal outcome. Correct choice: - Grants bonus - Slows balance drain - Creates positive feedback
4. Complete Financial View Mechanic: Player analyzes a full financial dashboard. Player reallocates resources correctly. Result: - Positive balance - Escape unlocked
FINAL STATE: - Door opens completely - Balance stabilizes or increases - Final message: “Control begins before the decision.”
VISUAL STRUCTURE: - Show balance resource flowing through all puzzles - Use feedback loops - Use negative loops in Room 1 - Use stabilizing loops in Room 2 - Clearly visualize transition from reactive behavior to strategic behavior - Emphasize recurring consequences in Room 1 and recovery loops in Room 2
"Create a game systems diagram..." is a public Machinations diagram shared in the Community by Ana Paula Moraes, with 24 components.
It was created in May 2026 and last edited in May 2026.
Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.