The platform

One screen a day.
Everything else follows from it.

There are only four moving parts: the employee plays, the employee taps a traffic light, HR reads a trend, the employee gets paid in points. This page walks the whole loop — both sides of it — including the parts a demo usually skips.

  • Player time2–3 min / day
  • Games per weekup to 3
  • Programme length4 weeks
  • First readable signalmonth 1
01 The employee's side

Warm, short, and voluntary. Coercion breaks the measurement.

It has to be worth opening.
Otherwise none of the rest is true.

Every design decision on the player side serves one goal: that someone opens this because they want to, not because a manager told them their completion rate is being watched. The moment it becomes compliance theatre, the data becomes theatre too.

The game of the day

Two to three minutes. A real workplace situation with no obviously correct answer — an inbox to triage, a day to plan, a conversation to steer. The player is asked to act, not to rate themselves on a five-point scale.

The traffic light

Green, yellow or red, once a day, one minute. It exists so the platform has a signal on the days nobody plays, and so a run of red days can raise a flag before the monthly numbers would have.

The quokka

A mascot, not a mechanic. It reacts to how the week is going and it is the reason the app reads as care rather than as monitoring. There is no pet to keep alive and nothing dies if you skip a day.

Their own report

The player sees their own abilities and their own trend — the same seven clusters HR sees in aggregate, but for themselves alone. It is the honest exchange that makes the whole thing defensible.

Employeeapp.levelgame · Главная
The Level Game employee home screen with the quokka mascot, the game of the day and the daily check-in.
The employee home screen, unretouchedEverything above is one screen: the mascot, today’s game behind a peach “Play →”, the one-minute traffic light, the streak and the points. The interface ships in Russian — that is the product language.
Rewards

Points that convert into something a person actually wants

Games and check-in streaks accumulate points. Once a month they convert: gift certificates from a catalogue of ten-plus brands, an extra day off, a remote day, lunch with the director, or the choice of topic for their next 1:1. All of it is inside the subscription — there is no separate rewards invoice.

02 The four-week arc

Cognitive first, interpersonal later. The order is not decorative.

Four weeks, in this order.

Focus comes first because it is the least exposing thing to measure and the fastest to improve. Trust comes third because by then the player has a reason to believe the platform is not reporting on them. Ask about psychological safety in week one and you get the answer people think you want.

  1. W1

    Focus

    Decision Sprint · Signal Hunter · Time Architect

    Prioritisation, filtering, and planning around real energy. Feeds Decision-Making, Attention and Energy — three of the seven abilities are readable after week one alone.

  2. W2

    Stress-Balance

    Control Circle · Red Flag Filter · Recovery Architect

    Where effort is spent, when to escalate, and whether recovery is designed or improvised. This is the week that makes Burnout Risk a real number rather than an extrapolation.

  3. W3

    Trust

    SBI Feedback Sprint · Difficult Conversation 360 · Can You Say This Out Loud?

    Feedback quality, conflict navigation, and the willingness to raise something in the room. The Communication and Safety & Voice clusters both start here.

  4. W4

    Integration

    Is It Safe to Say? · Go Look · Leadership Week · Assemble Team

    Everything at once, under load. Leadership Week runs across five consecutive days and is what turns Succession Readiness from an estimate into a figure.

Not every company runs all four weeks. Configure a shorter package →

Under the hood

Thirteen games.
Five engines.

Every game is assembled from a small set of reusable engines, modifiers and flow containers, configured in YAML. That is why a new game takes days rather than a quarter — and why the scoring behaves identically across the catalogue.

  • Card Triage

    Signal Hunter · Red Flag Filter · Control Circle

    Sort a deck of items into buckets. Produces detection rates and false-positive rates.

  • Forced Selection

    Decision Sprint · Can You Say This Out Loud? · Is It Safe to Say?

    Choose one of several defensible options. Each option carries a type, and the pattern of types is the score.

  • Branching Dialogue

    Difficult Conversation 360 · Sales Rep

    A conversation that forks on every reply. Choices are typed blame / process / constructive / avoidant.

  • Free Text

    SBI Feedback Sprint · Go Look

    The player writes. A model reads it for structure, specificity and toxicity — the only place AI enters scoring.

  • Drag & Drop Builder

    Time Architect · Recovery Architect

    Assemble a plan from parts. Scored on placement against the player's own stated energy peak.

  • Timer overlay

    A modifier, not an engine

    Drops onto any engine. The gap between untimed and timed performance is itself a metric — Pressure Delta.

03 The HR side

Five numbers, seven abilities underneath, twenty-five facts underneath that.

A dashboard you can drill all the way down.

HR opens on five scores. Any one of them opens into the abilities that produced it, and any ability opens into the individual metrics and the games behind those. Nothing is a proprietary composite you have to trust on faith.

Team aggregates

Median, mean, spread and outliers per team — plus the sample size, so a team of four is never presented with the confidence of a team of forty.

Alerts in Telegram

Burnout Risk at or above 70, or five consecutive red check-ins. This is the only place a name is surfaced, and it is surfaced to one person.

Three benchmarks

Against the person's own history, against their team's median, and against the role profile. A score with no comparison is not information.

HRapp.levelgame/hr · Дашборд
The Level Game HR dashboard with four metric tiles, a team heatmap and the alerts feed.
The HR dashboard, unretouchedFour scores with trends and zones, the team heatmap underneath, the alert feed beside it. The line above the tiles is part of the product, not of this page: metrics are computed per team, without any individual’s data.

SignalThresholdWho is notifiedWhat is shown
Burnout Risk≥ 70The designated HR contactName, score, suggested 1:1
Red streak5 consecutive daysThe designated HR contactName, streak length
Team dip−10 over 4 weeksHR dashboardTeam only, no names
Ability spreadHigh varianceHR dashboardTeam only, outliers unnamed

Everything outside the first two rows is an aggregate.

Rollout

Live in days,
not a quarter.

There is no data warehouse to connect and no HRIS integration to schedule. The heaviest lift is deciding which teams form the first cohort.

Start the conversation
  1. 01

    Cohort and consent

    You pick the teams. Each employee accepts a consent text before playing; the optional second consent governs the deeper personal indicators and can be declined without losing access to the games.

  2. 02

    Invitations

    Email invitations with single-use links, or the Telegram bot. No password to distribute, no seat provisioning spreadsheet.

  3. 03

    Onboarding questionnaire

    Ninety seconds. Role, team, and the player's own energy peak — the last one is what Time Architect scores against, so it is asked rather than assumed.

  4. 04

    Week one

    Three games plus daily check-ins. By the end of it, three of the seven abilities are populated and the first provisional Burnout Risk appears.

  5. 05

    Month one review

    The first trend worth acting on, walked through together. This is also where most companies widen or narrow the game package for the next cohort.


See it running on your own team's scenario.

Fifteen minutes, the real product, your teams' shapes and sizes — not a slide deck.