@mgutz, https://github.com/gameclosure/ff

ff and paroles do have similar purposes, thanks for pointing that. I missed 
ff but I too had a look at the reimagined "step" by creationix/Time Caswell.

I believe the main difference between ff and paroles is about the way ff 
handle step errors because paroles assume that the first parameter of a 
callback is an error only when the parole is turned into a promise (using 
.then()), not when moving from step to step.

Arrays and spreads are also processed differently, using .curry(), 
.collect() and .wills() with paroles instead of slots and groups in ff.

In addition to .jump() (that handles steps that loop, something new I 
believe), I am also coding a solution to pipe paroles, this should be 
available soon.

Control flow is still a hot topic!

Thanks for sharing,

    jhr


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