The catalogue

Thirteen games.
One daily tap.

Every game is a workplace situation with no obviously right answer. The score comes from what the player does inside it — which option they take, where they put the hard task, whether they name a process or a person — never from a self-assessment.

Each entry below says what the game puts the player through and which ability cluster it feeds. If a game is not in your package, the facts behind it are not collected, and the cluster above it stays incomplete.

Build your package
Employeeapp.levelgame · Программа
The Level Game programme screen listing the games of each week with done, current and locked states.
The catalogue as the player meets itFour weeks, three games each (four in the last), with done, current and locked states. Everything below on this page is what sits behind one of those rows.
00 Every day

Outside the weekly budget. One minute, no scoring.

Traffic Light Check-in

Self check-in · available every day · 1 min

No scored metricFeeds the alert

Green, yellow or red. Not a skill test — the heartbeat underneath everything else, and the only input that is available on days nobody plays a game.

Why it matters commercially: five consecutive reds is one of the two conditions that raises a named alert. Skip the check-in and the platform can only see you weekly.

W1 Focus

Prioritisation, filtering, planning. The least exposing week, and the usual pilot.

Decision Sprint

Forced Selection + Free Text · Timer 90s · 3 min

Decision-MakingAI-scored

Ten rounds of competing tasks. The first five are calm; the last five are timed. The gap between the two halves is the measurement — plenty of people decide well until the clock starts.

Signal Hunter

Card Triage · Timer 45s · 2 min

Attention

An inbox where some messages are genuinely urgent and some are only dressed that way. Sorting them under time pressure shows how much manufactured urgency gets through — the single best early predictor of a fragmented week.

Time Architect

Drag & Drop Builder · 3 min

EnergyAttention

Build tomorrow out of a pile of tasks. Scoring is against the player's own energy peak, taken from onboarding — so the same schedule is a good answer for a morning person and a poor one for someone who comes alive at four.

W2 Stress-Balance

The week that turns Burnout Risk from an extrapolation into a number.

Control Circle

Card Triage + Forced Selection · 2 min

Stress Response

Sort what you can influence from what you cannot. Built on Covey's circles. Trying to control the uncontrollable is one of the earliest and most reliable burnout tells — above 60% and the correlation is strong enough to act on.

Red Flag Filter

Card Triage · 3 min

Stress ResponseCustomisable

Twelve situations, one question each: does this go up the chain now, later, or never? Escalation is cultural, so the reference answers ship as a sensible default set and can be rewritten with your HR team on the Scale tier.

Recovery Architect

Drag & Drop Builder · 3 min

Energy

Six load points across a week. At each one the player picks a sustainable move — a pause, a walk, ten minutes without notifications — or a heroic one: push on, another coffee, one more call. Heroic works once and compounds badly.

W3 Trust

Asked in week three, not week one — by then the player has reason to answer honestly.

SBI Feedback Sprint

Free Text · AI scoring · 4 min

CommunicationAI-scored

Five scenarios, five pieces of written feedback, judged against the Situation–Behaviour–Impact model. A model reads each one for whether there is a concrete situation, a concrete behaviour rather than a character verdict, and a stated consequence — plus a separate toxicity read.

Difficult Conversation 360

Branching Dialogue · 4 min

CommunicationSafety & Voice

Three branching conversations that get harder as they go. Every reply is typed — blame, process, constructive, avoidant — and the distribution across all three dialogues is the result. One blaming reply is a bad day; a pattern is a finding.

Can You Say This Out Loud?

Forced Selection · 2 min

Safety & Voice

Situations where something needs saying. Say it plainly, say it carefully, stay quiet, or raise it later. The split between speaking and staying silent tells you more about the room than about the person.

W4 Integration

Everything at once, under load. This is where Succession Readiness stops being an estimate.

Is It Safe to Say?

Forced Selection + Conditional Flow · 3 min

Safety & Voice

Colleagues raise things; the player reacts eight times — support, probe, dismiss, ignore. The game then tracks whether those colleagues go on to say more or less. It is the difference between claiming to want candour and producing it.

Go Look

Forced Selection + Free Text · 3 min

Systems & LeadershipSafety & Voice

Something went wrong. Each investigative step heads either toward the system or toward a name, and the game ends on a forced verdict: the process, or the person. Modelled on Toyota's genchi genbutsu — go and see for yourself.

Leadership Week

Multi-day scenario · five consecutive days · 3 min each

Systems & LeadershipStress ResponseCommunication

Five consecutive days as the person in charge. Consistency across the five is the whole point — one excellent Monday proves nothing, and the standard deviation across the days is literally the formula. It is the single densest game in the catalogue.

Assemble Team in 90 Seconds

Forced Selection · Timer 90s · 2 min

No scored metric yetEngagement

A crisis, a bench of people with different strengths, ninety seconds to pick a crew. It is in the programme for engagement and cohesion, and it does not feed a scored metric — which is stated here rather than quietly implied, because a game that looks like measurement but isn't is exactly how trust gets lost.

Not in the current release

What is next
and what was cut.

Specifications exist for these and they are valid. They are out of the current scope, and we would rather say so on the catalogue page than in a footnote after signature.

  • Compliment Letter

    Deferred to a later release

    Peer recognition, written. Deferred because peer-to-peer mechanics need a moderation story before they ship, not after.

  • Pattern Command

    Cut

    Cut from Week 1 for duplicating Decision Sprint — two games producing the same signal is cost without information.

  • Broadcast Together

    Requires multiplayer architecture

    Real-time team synchronisation. It needs a separate session model, which is a platform project rather than a game.

  • 1:1 Without Drama · Partner Scene · Remove One Stone

    Specified, not scheduled

    Written, mapped to existing engines, and available to prioritise if they match what your data turns out to say.


Which of these do you actually need?

The configurator answers that in about ninety seconds, with the real scoring maths behind it.