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)
| Param | Effect |
|---|---|
reset=1 | Clears the saved scroll, starts fresh |
pack=/packs/core.json,/packs/basic.json | Loads the 500-char basic tier chapter (comma-list, first-wins merge) |
char=X | Pins the stage to one character, e.g. char=火 |
seed=N | Deterministic world randomness |
e2=0 | Kills ignition/fire-spread (E2 is on by default) |