UI name in toolbox: finish
Block type: Statement block (terminal action)
Definition: Ends the game immediately when the condition becomes true.
When it executes: The moment the connected condition becomes true; ends game permanently for that session.
Block characteristics:
- Has previous statement connector only (terminal in chain)
- Cannot have blocks connected after it in a sequence
- Permanent action (cannot be reversed)
How to build it:
- Drag
finishfrom Actions category - Place in
thensection of WHEN-THEN block - No inputs required
How it works:
- Game stops immediately
- Players can no longer answer tasks
- Results are calculated and displayed
- Game session ends
Important notes:
- Multiple finish conditions can coexist (whichever triggers first ends the game)
- Time-based finish conditions are auto-generated (you don’t need to create these separately)
- First finish condition to become true ends the game
Example (Simple – Score milestone):
WHEN: score > 1000
THEN: finish
Result: Game ends as soon as score exceeds 1000 (victory condition)
Example (Simple – All tasks done):
WHEN: all tasks finished (would need custom logic for this)
THEN: finish
Result: Game ends when no more tasks are available
Example (Time limit):
WHEN: timer > 30 min
THEN: finish
Result: Game ends after 30 minutes (time-based ending)
Example (Edge Case – Multiple finish conditions):
Rule 1: WHEN score > 1000 → FINISH
Rule 2: WHEN timer > 30 min → FINISH
Result: Whichever triggers first ends the game (score reached first OR time expired, whichever comes first)
Notes:
- Multiple finish conditions can coexist
- Use to define win conditions, time limits, or completion criteria
- Essential for controlling game duration
- Prevents further game progression
Common mistakes:
- Creating multiple contradictory finish conditions (though all can coexist)
- Forgetting that Finish is permanent for that game session
- Not testing different finish condition scenarios