Playable
Six games
Same pipeline, three shapes. The arcade games are about timing and reaction. The decision games hand you a situation and make you choose. The puzzle games are about getting an order or a pairing right.
Each has one score, in one unit, and a section saying exactly which parts of it are lies. Nothing uses a random number generator — every run is seeded and reproducible.
Why games, for this
Every one of these is a thing that reads as obvious in prose and is not obvious in practice.
The truncation arithmetic is three numbers and a subtraction, and it still eats datasets. A
chimera has a breakpoint and a real variant does not, and people still filter by abundance alone.
q < 0.25 is documented behaviour and still reaches print as
significant.
The common failure mode is that none of these announce themselves — the pipeline exits zero, the table is full, the figure looks fine. A game can make you feel the cost of a choice at the moment you make it, which reading cannot. That is the entire argument, and it is worth saying that it is an argument about attention rather than about knowledge.
Each game reports one number, because two numbers you cannot rank against each other are not a score. Where a game has components — true positives against false positives, missed problems against false alarms — they are shown underneath, never blended into a weighted composite that nobody could defend.