Quizino is a classroom quiz built on casino mechanics. The teacher runs the game on the big screen, and students join from their own phones with a six-character code. A roulette wheel decides who gets asked next. The student sees the question but not the answer options yet. First they stake part of their points, and only then do the options appear.

The roulette slows down through the class list and stops on one name

The bet changes everything

A student can put 20, 40, 60 or 80 percent of their points on the line. Once they drop below twenty points the choice narrows to half or all in. Below six points there is a single button left: all in.

The payout depends on difficulty. Five stars above the question show the level before the bet is placed. An easy four-option question returns 20 percent of the stake, a matching question 80, and the hardest level pays the full amount. A wrong answer costs the whole stake at every level. That keeps the risk real: when a student sitting on four hundred points goes all in, the class notices.

The usual answer window is 30 seconds. There are five question types: one correct option out of four, several correct options, matching pairs, image questions, and open questions the teacher grades on the spot. Scoring is done on the server.

A question on screen with five difficulty stars and the betting buttons

Points you can actually spend

Points are both a score and a currency. The teacher runs the shop and decides what it sells and for how much. Here is the catalogue of the school playing Quizino this year.

  • A hint during a test, 5000
  • A lesson off with no oral questioning, 5000
  • A set of 3D bookmarks, 20000
  • A hint during the term exam, 25000
  • A notebook, 30000
  • A mug, 70000
  • A 500 hryvnia bookshop gift card, 100000
  • A Dota 2 Arcana, 500000

The prices are high on purpose. The school has twenty students. Three of them have crossed twenty thousand points, and one reached a hundred thousand in the first year. The half-million Arcana is still out of everyone's reach, and the whole class can see on the leaderboard who is closest to it.

Physical items are capped at three purchases per student per school year. Privileges and cosmetics have no cap.

The student shop with category filters

Everything else goes on cosmetics: 30 accent themes, 25 avatar frames and 26 profile backgrounds. It all shows up on the profile page, which also holds a board where students pin images and notes and arrange them however they like. Profiles are open to classmates.

A student profile with a purchased frame, background and board

Ranks and achievements

The game has 78 ranks, each with its own gold medal. They run across eight tiers: Novice, Apprentice, Expert, Master, Pro, Guru, Grandmaster, Legend. Every rank takes more experience than the one before it. The first few take a single lesson; the last ones take months.

There are fifty achievements across four rarities, worth a bonus of 10, 50, 150 or 500 points each. Among them are All in, Risky, Audacious, Sniper, Fire streak, Perfect game, Oligarch and Iron discipline. A new achievement slides in from the side of the screen right after the answer, the way Steam does it.

An achievement notification slides in after a correct answer

Card packs

Packs are not for sale. They come from the teacher, from the wheel of fortune, or from the seventh day of a login streak. A common pack holds three cards, a rare one four, a legendary one five, and the higher the pack, the better the odds. A card can be points, experience, a cosmetic, or a token for an extra try at one of the daily games. Cards can be opened one at a time or all at once.

Opening a pack, the cards flip over one by one

Every day, not just in class

A lesson happens once or twice a week. The rest of the time students drop into the daily hub, which refreshes every day.

  • Daily quiz: five questions, 20 seconds each, 30 points per correct answer and 50 more for a clean run.
  • Wheel of fortune, one spin a day. Most spins land between 15 and 60 points, sometimes a card pack, and two percent of the time a thousand-point jackpot.
  • A five-letter word in six guesses, Ukrainian Wordle. Getting it on the first guess is worth 250 points, on the sixth 40. Every student gets their own word, and it does not repeat for them for a week, so copying does not work.
  • Stress marks: five Ukrainian words, each asking you to tap the stressed vowel. A mnemonic hint follows every word.

Simply showing up is rewarded too. The login streak runs on a seven-day cycle: 30, 45, 75, 105, 150, 210 and 300 points, plus a rare card pack on the seventh day. A missed day sends the streak back to the start.

The daily hub with four activities and the login streak counter

A round of the word game, letters turning green and yellow

Auction mode

Besides the roulette there is an auction. Questions become lots: the teacher opens a lot, students bid points, and the right to answer goes to the highest bidder. The winning bid becomes the winner's risk. So the auction rewards patience: wait for your own question and do not overpay for someone else's.

Awards from the teacher

The teacher can hand a student an award at any time, with a title, an image and a point value. The student receives it as a face-down card. They flip it themselves, with confetti, and the points land in their balance right away. It is a way to recognise what the game does not measure: helping a classmate, effort, work handed in on time.

A student flips an award card, confetti flying

Teacher tools

  • A quiz editor with all five question types, per-question difficulty and answer shuffling.
  • Quiz import from CSV.
  • AI quiz generation: a topic and a subject go in, a draft set of questions comes out.
  • Twenty subjects for the quiz catalogue, from Ukrainian language and literature to astronomy and physical education.
  • A TAB-key panel during the game: fix points, rename a student, hand out a card pack or an award without interrupting the lesson.
  • Statistics per class and per student, plus a history of past games.
  • Class and school management, with invite codes for colleagues.
  • Single-device mode, for when the teacher's screen is all there is.

The quiz editor with a question open and the difficulty picker

The statistics screen with the class table

About the project

Quizino has been in daily use at one Ukrainian school since December 2025. The current version is 1.20. Updates ship almost every week, mostly on teacher requests and after students find things.

If you are a teacher and want to try the game with your class, leave a comment. We will set your school up for free. Right now feedback matters more to us than user numbers.

The game runs in the browser on desktop and phone. The interface is available in Ukrainian and English, switchable in game. Built with Godot 4 and Supabase.

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