墨刃 Inkblade write the character, plant the world

Quick start

Resumes whatever scroll you left off on this device/browser.

500-character library

The full basic tier — loads the extra chapter over HTTP (that's why this needs a real server/Pages, not a downloaded file).

Jump to a character

Pins the stage to one character so you don't have to wait for it to come up. Starts a fresh 500-tier scroll.

Seeded world

Same seed always plants the same world — handy for comparing builds or replaying a specific layout.

The hand (newest — you can pick the world up)

Start here. A second verb, split from the first by speed: a flick is a stroke, a press-and-hold is a grab. Hold anything in the world and it lifts into your hand. Drag it against something else and the character the two of them make lights up under your finger — 木 beside 木 makes 林; 火 stacked on 火 makes 炎, because that's how those characters are actually built. Wrong arrangement, no light. Then the twist: fusing doesn't give you the thing, it gives you the character to write. Arrange the world to ask a question; answer it in strokes. Notes: prototypes/the-hand/README.md.

Try: hold a tree, drop it next to another tree → write 林 → then hold a third tree and drop it above the pair you just made → 森. Also: carry a fire to a tree and let go. Carry water onto a fire.

Interaction web (the previous POC — ambient version)

Start here. The whole game plus three new layers: objects react to each other by tag (steam, gusts, drinking, wind fanning a fire), pairs of objects perform duets (the horse hauls the cart, the moon lays a path across the water), and — the real idea — when two planted characters compose a real compound, that character condenses in gold over them. 人 beside 木 offers you 休. Write it and the meaning fuses right there: the walker settles against that tree. Design: inkblade-interaction-web-design.md, notes: prototypes/interaction-web/README.md.

Or play it for real — random placement, you wait on the dice:

Want-signal experiments (OPEN-9 prototypes)

Four isolated, standalone prototypes — not part of the game itself, no saves, no glyph-writing. Each answers one question: what should an ambient "the world wants something" signal look like without ever becoming a quest marker? ?debug=1 shows a live metrics readout and, on B, a "report as bug" button. Click/tap the scene to simulate the player's response. Findings so far: prototypes/want-signal/README.md in the repo.

Round 2 — different modality per experiment:

Breadth-threshold experiment (does emergence alone hold up?)

Not a quick click-through — this is the real game (real writing, real ecology) with zero want-signal at all, testing whether interaction breadth alone sustains engagement. Sessions run until you'd naturally stop, up to 20 minutes; closing the tab counts as real data. You won't be told which of four configurations you're in — that's deliberate. Details: prototypes/breadth-threshold/README.md.

All URL parameters (for hand-editing links)
ParamEffect
reset=1Clears the saved scroll, starts fresh
pack=/packs/core.json,/packs/basic.jsonLoads the 500-char basic tier chapter (comma-list, first-wins merge)
char=XPins the stage to one character, e.g. char=火
seed=NDeterministic world randomness
e2=0Kills ignition/fire-spread (E2 is on by default)

Fresh scroll, ignition off