Once, during my work on the sadly never published game Reptoads – a round-based deterministic multiplayer cooperative card game, I got asked by different members of the art and design team: why can’t we have a visual scripting language such as Blueprints or Shader Graph for either the gameplay code or the visuals? My answer was always the same: we don’t have enough time to implement such a tool. This question, however, got stuck in my mind and I started searching for a “Lua” of the visual scripting languages just to find… nothing.