"The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn." — Often attributed to Alvin Toffler, actually a mashup of Toffler + psychologist Herbert Gerjuoy
An interactive minigame that teaches cognitive flexibility through alien exploration. Built as a companion piece to a short-form video about critical thinking, frame-lock, and ambiguity tolerance.
When your brain encounters ambiguity, it wants to resolve the tension fast. Your amygdala fires, your threat-detection system spins up, and you grab the first explanation that reduces anxiety. That's frame-lock — the cognitive equivalent of fight-or-flight, but for ideas.
This game puts you in a context where frame-lock would cause you to miss the bigger picture.
The player is a science officer making first contact with alien phenomena. The scoring system rewards:
- Open-mindedness — keeping multiple hypotheses alive while gathering evidence
- Discovery accuracy — correctly identifying which explanations fit the data
Players who lock onto a single explanation early score poorly. Players who hold competing ideas without panic — who stay curious longer than feels comfortable — discover the deeper truth.
The game's design is informed by:
- George Lakoff's work on cognitive framing — the frame is the message
- Herbert Gerjuoy's original insight (via Toffler) — the illiterate of the future are those who haven't learned how to learn
- Neuroscience of threat response — the amygdala doesn't care about your epistemology
Not every scan is free. The scanner has limited power, and some tests carry real consequences — provoking unknown organisms, announcing your presence to a planetary system. The wisest explorers know which questions to ask and which stones to leave unturned.
Live: poqpoq.com/adobe/pathfinder/
Local development:
npm install
npm run devProduction build:
npm run build
npm run previewsrc/
├── main.js ← Entry point
├── style.css ← Mobile-first styles
├── state.js ← Reactive game state
├── data/
│ └── encounters.js ← 3 encounters, ship logs, ranks
├── ui/
│ ├── starfield.js ← Procedural starfield
│ ├── scenes.js ← Scene visuals (image + CSS overlays)
│ └── screens.js ← Screen transitions
└── game/
├── encounter.js ← Encounter rendering
├── evidence.js ← Scan mechanics + risk dialogs
├── energy.js ← Power budget system
├── hypotheses.js ← Hypothesis management
├── report.js ← Report phase + scoring
└── results.js ← Results, ship log, final reveal
Zero dependencies. Vanilla JS + Vite. Mobile-first. The entire game logic is ~30KB gzipped.
The architecture supports additional encounter packs. Each encounter is a self-contained data object — new scenarios can be added to src/data/encounters.js without touching game logic.
Concept & Direction: Allen Partridge (@doctorpartridge) Development: Claude (Anthropic) — architecture, game logic, scoring system, CSS, and module structure Scene Art: Generated with Meshy AI Icons: Brutalist Bob icon set
- Alvin Toffler — Future Shock (1970), Rethinking the Future (1997)
- Herbert Gerjuoy — "Tomorrow's illiterate will not be the man who can't read, but the man who has not learned how to learn"
- George Lakoff — Don't Think of an Elephant, Metaphors We Live By
- Neuroscience of amygdala hijack, cognitive flexibility, and distress tolerance in the presence of ambiguity
Built for the LinkedIn learning community. Designed to make you uncomfortable — in the best way.
