Labs · Brainstorm

Games as assessment vehicles.

Aliveness Architecture's whole epistemology is that behavior under tension is more honest than self-report. The canonical text says self-report is the smallest weight (10%) for a reason: every grandiose jackass says yes to "do you increase aliveness?"

Forced-choice items partly solve this. Games solve it cleaner. A game puts you in a situation, removes the meta-layer of "I'm being assessed," and observes what you actually do. The behavioral trace is the assessment.

Sixteen concepts below across four tech tiers — text branching narrative, 2D canvas sims, three.js spatial games, all the way to multiplayer persistent flagships. Each one maps to specific GFO dimensions or roles.

Design rules

  1. Both options have dignity at every choice. No "right answer." The pattern is the signal.
  2. The mechanic maps to a specific GFO move. Nothing is "just fun."
  3. No identity-locking output. The result is a field function, not a personality verdict.
  4. The framework's vocabulary is honored. Borrowed vs generated, capture vs compression, vitality vs shrinkage.
  5. Replayable + shareable. Take it once for self, again with a partner, again in 60 days.
  6. The shadow side is in the model. Field Predator drift, Eternal Spark patterns, Captive Worldmaker risk — detectable.

Tier 1

Text · branching narrative

Oregon Trail era · pure HTML/JS · 1–3 days each · embedded on site

01

The Founder's First Hire

First build

Six hires in. Watch which roles you keep reaching for — and which you keep skipping.

Branching narrative: six hires, three to five candidates each, every candidate clearly mapped to one of the eleven ecological roles. After each hire, the company state shifts. After six, the system shows your team's role distribution, the lifecycle phases you're now equipped for, and your likely shadow risks.

Measures

  • Lifecycle awareness
  • Role-fit intuition
  • Blind-spot detection

Aesthetic Resume cards on a corkboard. Sound: typewriter + office ambient.

Build 2–3 days · pure HTML+JS

Play it →
02

The Mentor Decision Tree

Your protégé is going through it. Eight choices. Watch whether you pull them up — or pull them in.

Branching narrative across six in-game weeks. Eight decision moments: a public failure, a tempting offer, a moral compromise, a chance to leave you, a creative breakthrough, a deep doubt, a partnership crisis, a breakthrough that exposes you. Tracks the protégé's agency curve in real time.

Measures

  • Field Power vs Generative Valence
  • Compressor vs Predator pull
  • Temporal Durability

Aesthetic Quiet office at night. Two chairs. A lamp. Sound: distant rain.

Build Live game · pure HTML+JS

Play it →
03

The Salon

Edwardian dinner party. Twelve guests. Twelve turns. What does the room become?

You host a salon. NPCs say things; you choose responses from four to five options at each beat. Some moves heighten the bit, some redirect to reality, some lower the heat, some break tension with humor, some enforce a boundary. Room state tracked across turns: tension, intimacy, who's leaning in, who's about to leave.

Measures

  • Field Power
  • Participatory Play
  • Membrane Integrity
  • Host vs capture pattern

Aesthetic Period drama dialogue. Soft watercolor portraits. Sound: piano + clinking glasses.

Build Live game · pure HTML+JS

Play it →
04

Last Day at the Office

The company is closing. Six weeks to wind down. Can you let it die well?

You lead a thirty-five-person company that just announced shutdown. Six in-game weeks. Each week you face decisions about who to keep, which clients to call personally, which projects to finish, when to host a farewell, when to tell the team things you've withheld. Tracks who leaves with portable agency vs feeling discarded.

Measures

  • Composter / Hospicer capacity
  • Stewardship under decline
  • Reality Contact about death

Aesthetic Empty office at golden hour. Sound: muted phone calls + boxes being taped.

Build Live game · pure HTML+JS

Play it →

Tier 2

2D interactive

Canvas/SVG sims · 5–14 days each · embedded on site

05

Field Drift

Live demo Play demo

You're the bright dot. There are fifty other dots around you. Move.

Top-down 2D space. You control one bright dot. Fifty other dots represent other people, each with a pre-set reactivity profile. Goal: get them all to the green safe zone. You can approach, withdraw, hold, pulse, or open. After ninety seconds the field state is captured. Did you pull them, push them, or let them arrive?

Measures

  • Field Power as kinetic force
  • Generative Valence visualized
  • Containment under pulse

Aesthetic Minimal. Black background. Cream + ember dots. Particle trails fade. Sound: ambient hum + soft pulses.

Build Live demo · Canvas + simple physics

06

The Garden Sim

Tend a community garden through one season. Eight gardeners need different things. You have limited time.

Stardew-Valley-lite. You're the head gardener over twelve weeks. Eight other gardeners (each mapped to a role archetype) work the same plot. Each week you choose: which plots to tend, which gardeners to mentor, which conflicts to mediate, which to let fail. Plants and gardeners thrive or wither based on attention.

Measures

  • Stewardship vs ignition
  • Lifecycle awareness
  • Role distribution of attention

Aesthetic Top-down pixel art garden. Soft seasons. Sound: birdsong + tools + light wind.

Build Live game · Canvas + plant model

Play it →
07

The Negotiation Room

Fourth build

Four people. One decision. Twelve turns. What do you reach for first?

Card-based negotiation. You're one of four people aligning on a hard decision. Each turn play one of seven cards: Heighten, Reality, Reframe, Bridge, Pause, Commit, Refuse. Room state tracks alignment, tension, whose voice is heard, whose is shrinking. After twelve turns, consensus or failure. The output names the moves you reached for first, second, never.

Measures

  • First-move pattern
  • Membrane Integrity under pressure
  • Field Power vs Enzyme balance

Aesthetic Stylized card UI on a dim conference table. Sound: minimal — cards being placed.

Build Live demo · SVG + state model

Play it →
08

Workshop Facilitator

Twelve people in a room for two days. Build the agenda. Read the room. Try not to break it.

Real-time facilitation simulator. Twelve personas with explicit needs and triggers. You design the agenda in ninety-minute blocks, choose group sizes, set breaks, decide when to push and when to retreat. The room responds in real time: energy, individual engagement, group cohesion.

Measures

  • Compressed-time lifecycle awareness
  • Enzyme vs Compressor balance
  • Stewardship of fragile group state

Aesthetic Top-down workshop space. Twelve character icons. Energy bars. Daylight cycling through two days.

Build Live demo · SVG + 12 NPC state model

Play it →

Tier 3

Spatial · light 3D

three.js single-player · 2–4 weeks each · standalone subdomain or embedded

09

Murmuration

Third build Play demo

You're one bright point. Fifty starlings respond to your motion. Watch the shape you make.

three.js scene of a twilight sky with you as a single luminous point and fifty starlings flocking around you. Standard flocking AI takes one extra input: your motion. No goal stated. After sixty seconds the emergent shape is captured and overlaid against diagnostic patterns: tight cluster, dispersed coherent, fragmented chaotic, near-static.

Measures

  • Field Power as kinetic force
  • Generative Valence visualized in collective form
  • Containment under sudden motion

Aesthetic Ethereal. Twilight sky. Birds as soft particles. Sound: distant murmuration + wind.

Build Live demo · three.js + flocking

10

Studio Apartment

You and one other person are building something together. Watch what they take, what you take, who's gone by the end.

three.js room with you and an NPC creative collaborator. You work on a project together. The NPC produces drafts; you can accept, refine, refactor, redirect, praise, withhold praise, take over, or hand it back. Over a simulated ninety-minute work session the NPC's confidence and creative range expand or contract.

Measures

  • Dyadic Vitality / Shrinkage in real time
  • Compressor vs Predator drift in 1:1 work
  • Enzyme capacity in collaboration

Aesthetic Warm-lit studio. Sketches on the wall. Coffee mugs. Soft afternoon light. Sound: pen on paper + occasional sigh.

Build Live game · Canvas + NPC confidence model

Play it →
11

Ecology Sim

Conway's Game of Life with eleven role types. Seed it, watch it run, see what survives.

A grid-based cellular automaton. Each cell is one of the eleven ecological roles or empty. Each role has rules for who it tolerates, who feeds it, what it transforms into under stress. You seed the initial conditions; press play; watch sixty generations. Different seedings produce stable states, oscillating cycles, total collapse, or genuine biodiversity.

Measures

  • Lifecycle and role-fit intuition
  • What kind of ecology you find beautiful
  • Whether you tolerate roles you don't identify with

Aesthetic Calming, almost meditative. Soft-colored cells per role. Slow tick. Sound: ambient chime per generation.

Build Live demo · Canvas cellular automaton

Play it →
12

The Festival

You're hosting an outdoor festival. Two hundred wandering people. Sundown to 2am. What do you build, and where do you stand?

Top-down 2D festival field. Two hundred NPCs with personalities and needs wander through. You can light fires, place objects, create gathering points, withdraw, push energy at a cluster, sit with one person, or leave. The festival visibly succeeds or fails over the evening.

Measures

  • Field Power across a large open system
  • Worldmaker capacity
  • Operator quality (logistics in motion)

Aesthetic Twilight to night. Lanterns. Fire pits. Mostly top-down with occasional first-person. Sound: distant music + crowd murmur.

Build Live game · Canvas + 200 NPCs + clustering

Play it →

Tier 4

Multiplayer · persistent

Cloudflare D1 + Durable Objects · 4–8 weeks each · standalone · levelsio.io style

13

The Commune

Multiplayer scaffold

Twelve players. Thirty in-game days. One co-housing project. Will it survive winter?

Async + occasional-real-time multiplayer. Twelve players join a shared commune simulation. Each plays a different ecological role. Over thirty in-game days (~3-4 real-world weeks), the commune faces decisions: housing construction, food systems, conflict resolution, when to celebrate, when to hold space for grief. Real player interactions become real peer assessment.

Measures

  • Lifecycle awareness across many phases
  • Role-fit-to-phase under live conditions
  • Real peer assessment as part of the game

Aesthetic Minimalist top-down map: cabins, fields, gathering hall. Seasonal ambient.

Build 6–10 weeks · D1 + Durable Objects + Workers

Play it →
14

The Mentor Pair

Second build (highest revenue potential)

You and your mentor (or protégé). Twenty-one days. Real prompts. Watch the agency curve.

Async two-player. You invite one specific person — mentor, protégé, creative collaborator, romantic partner, cofounder. Over twenty-one in-game days you each get periodic prompts: scenarios, micro-decisions, reflections shared or held private. Day twenty-one produces a real dyadic GFO report based on real-time behavioral data.

Measures

  • Real Vitality / Shrinkage between two people
  • Agency Recovery Curve in real time
  • Field Predator vs Developmental Compressor with actual evidence

Aesthetic Quiet. Clean. Email-style daily prompts + a private journal + a shared synthesis at day twenty-one.

Build 4–6 weeks · D1 + Workers + email scheduler + LLM synthesis

15

Cult Detection

You're new to a movement. Thirty other people are already in it. Fourteen days. Generative or cult?

Single-player but persistent state. You join a fictional movement (artistic / political / spiritual / startup-cult / wellness-cult variants for replay). Thirty NPCs are already in it with varying commitment and roles. Over fourteen in-game days you can attend, lead, recruit, dissent, leave, return, build, refuse. The movement either becomes generatively alive or becomes a cult based on collective behavior.

Measures

  • Worldmaker vs Cult Leader drift
  • Trickster vs Sociopath
  • Real-time Field Predator detection

Aesthetic Stylized but unsettling. Music gradually building or fading. Sound: communal singing → solo voice → silence.

Build 5–7 weeks · D1 + Workers + 30 NPCs

Play it →
16

Field Lab

A virtual conference center. Play any of the games. Compare profiles. Run dyad sessions. See how field-readers see you.

The levelsio-style polished hub world. A 3D space where users can play any of the previous fifteen games (each is a 'room'), see their accumulated GFO profile across multiple games, invite specific others into co-played sessions, browse other players' shareable profile cards, join scheduled cohort sessions, and hire Certified GFO Readers to debrief their game sessions. The flagship.

Measures

  • Everything. Longitudinal record across games becomes the most accurate GFO instrument possible.

Aesthetic Like a quiet beautiful conference center. Stripe-design polish. three.js spatial navigation. Sound: ambient + light footsteps.

Build 3–6 months · After 4–5 individual games are proven

What I'd build first

Three games. Five to eight weeks. Forms a wedge.

Sixteen is too many to build. The catalog is meant to expand the search space and let you pick which two or three actually get made. The right first three give you a free top-of-funnel game, a viral marketing piece, and a flagship paid product. Total ~5–8 weeks.

  1. First — flagship

    14 · The Mentor Pair

    Because it is the Dyad Report from the monetization plan, just wearing a game UI. Highest-revenue potential, most-measurable outcome (a real dyad report worth $149–249), and the framework's whole epistemology converges on it. Sell it as a 21-day shared experience instead of a one-shot test. 4–6 weeks build.

  2. Second — top-of-funnel

    01 · The Founder's First Hire

    Cheapest to build (2–3 days, pure HTML+JS, no backend), highest viral potential (founders share assessments with cofounders + investors), and provides the strongest top-of-funnel hook for the founder/coach audience the monetization plan targets. Free, embedded on the site, takes 8 minutes. 2–3 days build.

  3. Third — visual marketing

    09 · Murmuration

    The aesthetic wow-moment. Goes viral on Twitter the way well-crafted three.js demos do. Doubles as marketing for the framework — the murmuration scene is literally a visualization of Field Power and Generative Valence. Beautiful enough to share. 14–21 days build.

The bigger move

Games as assessment is itself a category move.

Most personality tests are forms. A few are stories (16Personalities tries). Almost none are games. If Aliveness Architecture becomes the framework for which games-as-assessment is the canonical interface, that's a category own — and one with serious entry barriers (you can copy a quiz; you can't copy a well-designed three.js murmuration).

Full design doc with build effort, NPC tuning, scoring logic, and open questions in competitive-landscape/MINI-GAMES-BRAINSTORM.md.