Game Settings

Game settings allow you to configure individual game instances to match your event requirements, control participant access, and customize the learning experience.

Accessing Game Settings

  1. Navigate to your classroom

  2. Click on the specific game

  3. Select "Settings" tab

  4. Modify configurations as needed

  5. Save changes

Core Settings

Game Information

Game Name

  • Display name shown to participants

  • Appears in participant game library

  • Used in analytics and reports

  • Can be updated at any time

Game Description

  • Optional explanatory text

  • Visible to participants before starting

  • Use to provide context or instructions

  • Supports basic formatting

Status

  • Active: Game accessible to enrolled participants

  • Inactive: Game hidden but data preserved

  • Archived: Read-only, no new participants

Access Control

Auto-Assign

Controls automatic participant enrollment when users join the classroom.

Enabled (ON):

  • New classroom members automatically enrolled in game

  • Existing classroom members added immediately when enabled

  • Useful for: open enrollment, large groups, recurring events

Disabled (OFF):

  • Manual assignment required for each participant

  • Existing enrolled participants remain enrolled

  • Useful for: phased rollouts, selective access, future-dated games

See Auto-Assign documentation for detailed workflows.

Join Link

Every game receives a unique URL that serves as a direct access point for participants. This join link is generated automatically when you create the game and remains stable throughout the game's lifecycle unless you explicitly regenerate it.

The join link operates independently of classroom membership, which has important implications for access control. A participant can use the join link to access the game even if they're not a member of the classroom containing that game. This independence provides flexibility - you can share a game with external participants, guest players, or individuals from other classrooms without enrolling them in your classroom first.

However, this independence also means the join link is a security boundary. Anyone who obtains the link can potentially access your game if no additional protections are in place. For this reason, treat join links as sensitive credentials. Don't post them publicly, don't include them in searchable websites, and be cautious about where you share them.

If you suspect a join link has been compromised - perhaps it was accidentally posted to a public forum, shared beyond your intended audience, or you simply want to invalidate all previous link distributions - you can regenerate it. Regeneration creates a new unique URL for the game, immediately invalidating the old link. Anyone who had the previous link will no longer be able to access the game through it. After regeneration, you'll need to redistribute the new link to your legitimate participants.

Link regeneration is useful in several scenarios beyond security compromises. Some organizations regenerate links between enrollment periods to ensure only current cohort members have access. Others regenerate after events conclude to prevent future participants from accessing content that should be retired. The regeneration process is instant and doesn't affect current participant enrollments - people already in the game remain enrolled and can continue accessing it, they simply can't use the old link to re-enter if they log out.

Password Protection

Password protection adds an additional authentication layer to the join link, requiring participants to enter a password before gaining access to the game. This transforms the join link from a single credential (just the URL) into a two-factor access control mechanism (URL plus password).

You can set password protection in two ways. First, you can create a custom password - perhaps a memorable phrase related to your event, a code word you'll announce at the start of a session, or a password that aligns with your organization's policies. Custom passwords are useful when you want the password itself to serve as a signal (like announcing it at the beginning of a workshop to confirm attendance) or when you need to meet specific password complexity requirements.

Alternatively, you can have the system generate a secure random password. Generated passwords are typically longer and more complex than human-chosen passwords, making them more resistant to guessing attacks. However, they're also harder to communicate verbally and easier for participants to mistype. The security-convenience trade-off depends on your threat model - a public event might warrant a strong generated password, while a small internal training session might prioritize a simple memorable password.

Once set, participants must enter this password when they click the join link. The system presents a password entry form before granting access to the game. If they enter the wrong password, access is denied. If they enter it correctly, they gain access and the password is typically cached for their session, so they don't need to re-enter it on subsequent visits (though this behavior can vary based on browser settings).

You can change the password at any time through the game settings. Changing the password immediately invalidates the old one - participants who had previously accessed the game using the old password will need the new password for their next access. This is useful for rotating credentials periodically or if you believe the current password has been shared too broadly. When you change the password, make sure to communicate the new one to your legitimate participants through a secure channel.

Participant Limits

Maximum Participants

The maximum participants setting establishes a hard cap on how many people can enroll in a game. Once this limit is reached, the system prevents additional enrollments regardless of the enrollment method - auto-assign stops adding new classroom members, manual assignment operations fail, and the game link shows a "capacity reached" message to would-be participants.

Participant limits serve several practical purposes in real-world deployments. Resource-constrained scenarios represent the most common use case - perhaps your organization has purchased a limited number of licenses, your infrastructure can only support a certain number of concurrent users, or you're running an in-person event with physical space limitations. Setting a participant cap ensures you don't accidentally exceed your technical or contractual capacity.

Pedagogical considerations also drive limit setting. Some instructors find that discussion quality degrades beyond a certain cohort size, or they want to ensure they can provide individual attention to each participant. Setting a limit at 25 or 30 participants, for instance, maintains a manageable group size even if hundreds of people have access to the classroom.

Competitive fairness represents another motivation. In competition scenarios where prizes or recognition are awarded, limiting participants ensures the competitive pool remains at an intended size. You might design a challenge for 50 competitors but receive interest from 200 people. Setting a firm cap maintains the designed experience and prevents the competition from becoming unwieldy.

The limit is enforced at enrollment time, not retroactively. If you set a maximum of 100 participants and 90 are currently enrolled, then increase the limit to 80, the system doesn't remove anyone - those 90 remain enrolled. The limit only prevents new enrollments. However, if you later increase the limit to 110, those remaining 20 slots become available for new enrollments.

This non-retroactive enforcement has important implications for capacity planning. If you initially set a limit that turns out to be too low, you can increase it without affecting existing participants. This provides flexibility to respond to higher-than-expected demand. However, you generally cannot decrease capacity below current enrollment without manually removing participants, which may have fairness or communication implications.

Waitlist

When you enable the waitlist feature alongside a participant limit, you create a queuing mechanism for overflow demand. Participants who attempt to join a full game are automatically placed on a waitlist rather than being turned away entirely. If space opens up - perhaps because someone drops out or you increase the participant limit - waitlisted participants are automatically promoted to full enrollment in the order they joined the waitlist.

The waitlist automation reduces administrative overhead in high-demand scenarios. Without a waitlist, when capacity frees up, you'd need to manually communicate with interested parties and individually enroll them. With a waitlist, the system handles this process automatically, ensuring fair first-come-first-served access to available slots.

Waitlist behavior integrates with different enrollment methods. If auto-assign is enabled and a classroom member can't be added due to capacity limits, they're added to the waitlist. If they're manually assigned and capacity is full, the assignment operation adds them to the waitlist instead of failing. If they use the game join link and encounter a full game, they see a waitlist enrollment option.

Manual waitlist management capabilities complement the automatic promotion system. As an administrator, you can view the waitlist, see the enrollment order, manually promote specific individuals (perhaps due to special circumstances or accommodations), or remove people from the waitlist if they're no longer interested. This manual control provides flexibility when automatic rules don't perfectly match your needs.

Consider the communication implications of waitlisting. Participants added to a waitlist may not realize they're not actually enrolled yet - they might expect immediate access and be confused when the game doesn't appear. Clear communication about waitlist status, expected wait times (if you can estimate them), and what triggers promotion helps manage expectations and reduce participant frustration.

Timing Settings

Timing controls allow you to schedule game availability, enforce deadlines, and create time-pressure scenarios. These settings transform a game from an always-available resource into a scheduled event with specific temporal boundaries.

Game Duration

Start Date/Time

The start date and time setting controls when a game becomes accessible to enrolled participants. Before this timestamp, the game exists in the system and participants can see it in their game library (if enrolled), but they cannot begin playing. When the start time arrives, the system automatically unlocks the game for all enrolled participants.

This scheduling capability enables several valuable scenarios. You can create games well in advance of when you want participants to access them, allowing you to prepare content during calm periods and have it automatically release during busier times. For example, if you're running a Friday afternoon workshop, you might create and configure the game on Monday, set the start time for Friday at 2 PM, and the game will become accessible exactly when your workshop begins without requiring you to manually unlock it.

Start times are particularly useful for coordinating synchronized experiences across distributed participants. In a global training program spanning multiple time zones, you can set a universal start time that ensures everyone begins simultaneously (or at least has simultaneous access opportunity). This prevents participants in early time zones from gaining unfair advantages in competitive scenarios or sharing solutions before others have attempted the challenges.

The setting is optional - leaving it blank means the game is immediately accessible upon creation. This is appropriate for self-paced learning scenarios where you want participants to start whenever they're ready. However, even in self-paced contexts, you might use start dates to create a staggered curriculum release, where Module 1 is immediately available, Module 2 becomes available after one week, Module 3 after two weeks, and so on.

One important consideration: participants enrolled after the start time passes will still gain immediate access when they enroll (assuming they meet other access requirements like auto-assign or manual assignment). The start time is a "no access before this" boundary, not a "must be enrolled before this" requirement.

End Date/Time

The end date and time setting establishes when a game closes to new submissions. After this timestamp passes, participants can still access the game to review content, see their previous answers, and examine the questions, but they cannot submit new answers or modify existing ones.

This deadline functionality is essential for assessment scenarios where you need to ensure all participants complete work within a specific timeframe. In an educational context, you might align the end time with a class period conclusion or semester end. In competitive scenarios, the end time ensures all participants have the same duration to complete challenges, preventing late-comers from having more calendar time to work.

The behavior after the deadline is nuanced and worth understanding thoroughly. Participants retain read access to the game content, which supports learning objectives - they can review questions they struggled with, examine their approach to problems, and learn from the experience even after the submission window closes. This read-only access also serves record-keeping purposes, allowing participants to document their work for portfolios or certification requirements.

However, the inability to submit new answers means incomplete work at deadline remains incomplete. If a participant has answered 8 out of 10 questions when the deadline passes, those remaining 2 questions can never be answered in this game instance. The score is effectively frozen at the point the deadline passed. This creates genuine stakes for time management during the game.

End times are also optional. Leaving this field blank means the game remains open for submissions indefinitely. This is appropriate for practice environments, evergreen training content, or scenarios where you value completion over punctuality. Some programs use a hybrid approach - set an end time for graded assessment purposes, but then extend or remove it after grades are finalized to allow continued practice.

Time Limits

Time limits create real-time pressure during gameplay, fundamentally changing the experience from thoughtful analysis to rapid decision-making. KC7 supports two types of time limits, each serving different pedagogical or competitive purposes.

Per-question time limits constrain how long participants can spend on individual questions. When enabled, each question displays a countdown timer. If the timer reaches zero before the participant submits an answer, the question typically auto-submits with whatever they've entered (or marks it as unanswered, depending on configuration). This creates urgency and tests whether participants can make quick analytical decisions under pressure.

Per-question limits are useful for simulating operational cybersecurity scenarios where analysts must triage numerous alerts quickly, identifying critical threats within tight time windows. They also help prevent over-analysis paralysis, where participants spend excessive time on difficult questions at the expense of completing easier questions they could answer readily.

Total game completion time limits constrain the entire game session duration. When a participant begins the game, a master countdown timer starts. They must complete all questions before this master timer expires. If time runs out, the system auto-submits the game in its current state, scoring any answered questions and leaving unanswered questions blank.

Total time limits create different strategic pressures than per-question limits. Participants must allocate their total time across all questions, deciding whether to spend more time on high-value questions, skip difficult questions to answer easier ones first, or work systematically through the question sequence. This mirrors real assessment scenarios and competitive environments where time management is as important as knowledge.

Time limits can be combined - you might set both per-question limits and a total time limit, creating a multi-layered time pressure scenario. Or you might use only one type depending on your goals. The key is understanding that time limits fundamentally change participant behavior and experience, generally increasing stress and reducing thoughtful analysis in favor of rapid response.

Access Windows

Recurring Access

  • Set specific days/times when game is accessible

  • Useful for scheduled lab periods or class sessions

  • Participants locked out outside designated windows

Extended Access

  • Grant specific participants additional time

  • Accommodations for accessibility requirements

  • Individual deadline extensions

Scoring and Competition

Point System

Standard Scoring

  • Points awarded per correct answer

  • Bonus points for speed

  • Penalty for incorrect attempts (optional)

Custom Scoring

  • Modify point values per question

  • Weight certain questions higher

  • Adjust for difficulty or importance

Leaderboard

Visibility

  • Public: All participants see full leaderboard

  • Anonymous: Participants see rankings but not names

  • Private: Participants see only own rank

  • Disabled: No leaderboard shown

Refresh Rate

  • Real-time updates (may impact performance)

  • Periodic updates (every 30 seconds, 1 minute, etc.)

  • Manual refresh only

Team Mode

  • Enable team-based competition

  • Define team size limits

  • Teams self-organize or pre-assigned

Content Settings

Module Selection

Base Module

  • Core module selected at game creation

  • Cannot be changed after participants begin

  • Determines available questions and scenarios

Question Subsets

  • Enable only specific questions from module

  • Useful for targeted practice or assessments

  • Custom difficulty progression

Hints and Assistance

Hint Availability

  • Enable/disable built-in hints

  • Configure hint reveal progression (immediate, delayed, staged)

  • Penalty for hint usage (optional)

Answer Validation

  • Immediate feedback on submission

  • Delayed feedback (reveal after game end)

  • Partial credit for incomplete answers

Retry Policy

  • Unlimited attempts (default)

  • Limited attempts per question

  • Lockout after X failed attempts

Advanced Settings

Integration

LMS Integration

  • Connect to learning management system

  • Sync grades and completion status

  • SSO authentication support

API Access

  • Enable programmatic access to game data

  • Generate API keys

  • Configure webhook notifications

Analytics

Data Collection

  • Detailed vs summary analytics

  • Time-on-task tracking

  • Answer attempt logging

  • Anonymization options

Export Settings

  • Automatic scheduled exports

  • Export format preferences

  • Data retention policies

Customization

Branding

  • Custom logos and colors (tenant-level)

  • Game-specific welcome messages

  • Custom completion certificates

Notifications

  • Email notifications for participants

  • Reminder emails before deadline

  • Completion confirmations

  • Performance reports

Setting Templates

Quick Setup Templates

Beginner-Friendly Event

  • Unlimited time

  • Hints enabled

  • Unlimited retries

  • Public leaderboard

  • No auto-assign (manual sharing)

Competitive Challenge

  • Time limits enabled

  • Hints disabled or penalized

  • Limited retries

  • Live public leaderboard

  • Auto-assign for registered participants

Classroom Assessment

  • Set duration (45-90 min)

  • One attempt per question

  • Delayed feedback

  • Private scoring

  • Scheduled access windows

Self-Paced Learning

  • No time limits

  • Hints available

  • Unlimited retries

  • Individual progress tracking

  • Auto-assign for classroom members

Best Practices

Initial Setup

  • Configure settings before sharing game link

  • Test with personal account before participant access

  • Document settings for recurring events

  • Use templates for consistency

During Active Game

  • Avoid changing core settings mid-game

  • Communicate any necessary changes to participants

  • Monitor settings if issues reported

  • Keep backup of original configuration

Post-Game

  • Archive or disable completed games

  • Preserve settings for future reference

  • Export data before making major changes

  • Review analytics to inform next event settings

Troubleshooting

Participants Can't Access Game

Check:

  • Game status is Active

  • Start date hasn't passed yet or hasn't arrived yet

  • Auto-assign is enabled if relying on classroom membership

  • Join link is correct and not expired

  • Password is correct (if enabled)

Settings Changes Not Applying

Solutions:

  • Save changes before leaving settings page

  • Refresh participant view to see updates

  • Clear cache if settings appear outdated

  • Verify permissions (Classroom Manager or above required)

Auto-Assign Not Working

Verify:

  • Toggle is in ON position

  • Participants are members of classroom (not just game)

  • Game status is Active

  • Participant limit not reached


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