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Français · Type: reference · Audience: player · Context: player's browser · Status: ready · Applies from: 4.4.0
The player (DOM painter) · contract: stable · verified by CI (support matrix of 4.4.0, 2026-10-23): Chromium on the desktop, mouse and keyboard; Chromium and WebKit at a phone's size, touch and keyboard (emulated); axe-core on every screen (not a WCAG claim) · automated checks: jobs
e2e; CI plane2e; 2 test files · people's passes:phone-both-renderersnot run (#83),code-wheel-humannot run (#78),blind-playtestersnot run (#76) · known limits:controls-not-tried-by-people
How you play a quest'n'click game: with a finger on a phone, with a mouse or the keyboard on a computer. The labels below are the engine's defaults and the sample game's (The Pantry Key); a game may name its verbs and buttons otherwise, and it may have fewer or more verbs.
- On a phone the game plays in landscape. Held upright, a phone shows "Rotate your phone" (the game's own words) until you turn it. The scene fills the left; a column on the right holds the verbs, the bag (your inventory) and the tools: a portrait per playable character when the game has several (a tap switches to that character), the map, the pause menu, and a sound button that turns music and effects off or on together. On a short landscape screen (a phone under its browser's bars), the column shrinks its slots and verbs to fit, and scrolls instead of cutting below a floor (4.4.0).
- On a computer with a mouse and a window at least 720 × 450 pixels, the classic layout: the scene on top, the sentence line, then the verbs, the bag and the tools in a row below. Hovering a thing names it in the sentence line and turns the pointer into a hand.
A verb is a button: Give, Open, Close, Pick up, Look at, Talk to, Use, Push, Pull in the sample game. Then:
- Tap (or click) a verb, then a thing in the scene or in the bag: the hero walks there and does it. Tapping the chosen verb again drops it.
- Use and Give take two things: pick the verb, the first thing (an item of the bag), then the second ("Use pipe with tank", "Give token to seller").
- Tap a thing with no verb chosen: the hero walks to it. On a phone, its name shows above it for a moment.
- Tap an empty spot: the hero walks there, within the floor.
- Tap an item of the bag with no verb: it is picked for Use (or Give, on a character); the next tap on a target says what happens.
- The sentence line says what the next tap will do before you tap: "Walk to", "Look at the clock", "Use pipe with …".
- While a line of dialogue is on screen, a tap anywhere advances it.
Two taps on the same thing within 400 ms act on it without choosing a verb (since 4.0):
- an exit is gone through (its first verb);
- a character is talked to;
- anything else is looked at;
- a thing may name its own verb instead (a cupboard that opens on a double tap, for instance);
- with an item picked from the bag, the double tap gives it to a character, or uses it on anything else.
A verb the game does not have is never chosen.
Guarantee ·
double-tap-verb· referenced · scope self-checked by the author (AI), not reviewed With nothing picked from the bag, a double tap goes through an exit, talks to a character and looks at anything else.
Some games make a single tap on an exit walk there and go through on arrival, as the classics did with "Walk to"
(a game's input.exitOnTap, since 4.2.4; an exit or a hotspot can also ask for it, since 4.2.4 and 4.4.0). A verb you
picked still wins, and a tap elsewhere during the walk redirects the hero and cancels the crossing. A locked exit says
why it is locked.
The whole game plays at the keyboard:
| Key | What it does |
|---|---|
| Tab, Shift+Tab | Moves between the verbs, the scene's targets (one per visible thing, in the scene's order), the bag and the tools |
| Arrow keys | Move inside the verb grid; choose among a conversation's topics or the map's places |
| Enter, Space | Press the focused button; advance a line of dialogue |
| Escape | Closes what is on top (a menu, the map, a transcript, a cutscene's or minigame's Skip), otherwise opens the pause menu |
| A verb's letter | Picks that verb, when the game gives its verbs a key (since 4.3.0) |
Verb keys. A game may give each verb a letter, as the LucasArts games did: O for Open, L for Look at. The button underlines the letter. The key works in either case, without Ctrl, Alt or Meta, and does nothing while a line is on screen, while the engine is busy, or while a conversation, the map, a minigame or a menu is open. You can turn the keys off in the settings ("Verb keys"), for instance if you type by voice. The sample game gives its verbs no key.
On macOS, Safari moves Tab between buttons only with Option held (Option+Tab), unless you change that in the system's keyboard settings.
Every bundled minigame plays to its end by touch or with the keyboard: the arrows move, Enter picks or turns, and in the runner ▲ / W jumps and ▼ / S ducks. Each has a Skip button (Escape presses it).
A gamepad does not play the game. The one exception is the code wheel of a Remix world (since 4.1.16): left and right turn it, up and down choose an answer, A confirms. See What quest'n'click does not do.
Limit ·
controls-not-tried-by-peopleThe touch and keyboard controls are checked by machines (Chromium and WebKit at a phone's size, touch and keyboard, in CI). On a real phone they have not been tried by a person yet: the passphone-both-renderersis open (#83) as of 4.4.0.
- Accessibility: focus, screen readers, what is checked.
- Settings: text speed and size, reduced motion, verb keys.
- For authors: Reactions, which says how a game names a thing's default verb.
- The code:
src/engine/dom/input.ts,src/engine/core/default-verb.ts.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.4.0 r1, documentation revision · révision de la documentation 8dc717c69acb62c4742b69c54a7e7dfb620f75d8.
Earlier versions and permalinks · versions précédentes et liens permanents: https://wanoo.github.io/quest-n-click/docs/
An edit made in this wiki is overwritten at the next publication · une modification faite dans ce wiki est écrasée à la publication suivante.
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Index (6)
Start (6)
Play (9)
Install (17)
- Requirements
- Install from the release archive
- Install from npm, once published
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.4
- Upgrade notes: 4.3
- Upgrade notes: 4.2
- Upgrade notes: 4.1
- Upgrade notes: v3
- Upgrade notes: v2 to v3
- Coming from web-scumm
- Package reference
- Install troubleshooting
Create a game (55)
- Your first game
- Layout of a created project and of the engine repository
- The working loop
- Content principles and the identity contract
- Rooms
- Geometry: placement, walk zones, masks, layers, camera
- Something is visible but unreachable
- Reactions
- Game commands
- Conditions
- Flags, variables and events: which to use
- Custom code
- Characters
- Items and inventory
- World map
- Dialogues
- Scripts and events
- Moving characters: patrols and walks
- Exits
- Chapters and objectives
- State and saves: persistent or temporary, renaming an id, migrations
- Staging: wide rooms and animations
- The stage: lights, particles, floors
- Skin and fonts
- Title and credits
- Heroes: several characters and hero choice
- Built-in minigames
- A custom minigame
- Translations
- Music in stems
- Sound effects
- Voices: per language and per hero
- Images: prompts, cutting sheets, transparency, scale
- Asset provenance
- The storyboard, source of truth
- Puzzle design
- Classic mechanics
- Review pages
- DSL reference
- Checking your game
- What the solver proves
- Solver options
- Playtests
- Remix
- Speedrun for authors
- The sealed ending
- Production template
- Example games
- Working with an AI
- Build and release a game
- Publish on GitHub Pages
- The static game on Clever Cloud
- Other static hosts
- Sub-path, cache and service worker, incomplete deploys, going back
- Testing on a phone over the LAN
Local Studio (24)
- The local Studio: overview and launch
- Edit a room
- Placement and stage
- Preview, apply, undo
- Storyboard
- Assets and cutting
- Check: validator, solver, critical path, heat, health, coverage
- Before and after captures
- Semantic diff
- Play and replay a session
- Rule explainer
- Language and objectives
- Voices and the heroes × languages matrix
- Map
- Notes
- Remix in the Studio
- Music
- The Assistant: bring your own key
- Demo mode and studio-apply
- Local and LAN security
- Studio API
- Local MCP: setting up each client
- MCP tools
- Studio troubleshooting
Team Studio (21)
- What runs where
- Concepts: revision, transaction, span, lease, preview, build
- Starting as an invited dev
- Working together day to day
- Roles and actions: the full matrix
- Invitations
- Managing members
- Write refused on the hosted Studio: stale base revision (409)
- Write refused on the hosted Studio: span locked (423)
- Recovering after a lost lease, a disconnection or a stale preview
- Comments
- Map and semantic diff
- Publishing builds
- Remote MCP
- The game in Git
- Upgrading the engine of a hosted game
- Hosted assets
- The server's command line
- Health and metrics routes
- Trying it locally with compose.yml
- Known limits
Clever Cloud (23)
- Clever Cloud: overview, cost and prerequisites
- Apps and add-ons
- Domains and TLS
- Keycloak
- Generic OIDC and GitLab
- Configuration
- First deployment
- Backups
- RPO and RTO
- Restore the Studio on a fresh installation
- Redeploys
- Upgrading the server and checking state after a migration
- Limits of going back
- Monitoring
- Security
- Rotating keys
- Recovering admin access
- Changing domain or OIDC provider
- Worker, PostgreSQL or Cellar down
- Exporting the game and leaving the installation
- Retention
- Clever Cloud troubleshooting
- Costs and teardown
Reality Bridge and connectors (16)
- The Reality Bridge: what it is
- Quick start
- Guarantees
- Install and run the Bridge
- Backup and restore
- Several tenants
- Signals and the manifest
- The Bridge's command line
- Connectors overview
- Email connector
- Telnet connector
- SSH connector
- Open Badges connector
- The connector SDK
- Security: Biscuit and signatures
- Bridge and connector troubleshooting
Contribute (25)
- Welcome
- Developer setup
- The dev loop
- Before a pull request
- Conventions
- Writing documentation
- Architecture
- Code tour
- Import boundaries
- Which tests run when
- Mutation testing
- The coverage ratchet
- The quality baseline
- CI explained
- Field passes
- Benchmarks
- Releasing
- npm packages
- Decisions and ADRs
- Governance
- Bot pull requests
- Contributing with AI agents
- Security policy
- Code of conduct
- Licences and credits