A demonstration by OPPOSITE Human-centred design and organisational psychology
HOW TO PLAY
Click the floor to walk. Pick an action, then click a person or object. Your character routes around furniture on its own.
Two rooms. Walk into a doorway to change rooms. Fifteen problems are waiting, and most of them have more than one plausible answer.
You are scored in five ways: physical safety, health and wellbeing, team trust, operational performance, and environmental quality. Fixing one at the cost of another is a real result, not a win.
Four levels of consequence. Some wrong answers are just funny. Some create a second problem later. Some close a door permanently. A few end the game.
Hiding a hazard is never the same as removing it, and neither is shutting everything down.
Number keys choose dialogue options. Enter dismisses messages. Escape clears your selection. Tab reaches every control.