Second Vision

Start with observable behavior

Different games create different kinds of clues.

Start my Discovery Run

Play the active registered run; explore any catalogue game separately.

Play Place the City free

Capture one narrow behavioral signal before deciding what it means.

A timer, a maze, and a word field do not test the same thing. Choose a short constraint, see what you did, and keep the interpretation narrower than the evidence.

Choose a constraint

What would you like to notice?

Each activity captures a different behavior. Browse by the task that feels useful or interesting, not by a promised personality label.

What this can tell you

One clue, with a clear boundary

What is observed

A game records choices, timing, accuracy, retries, or routes inside one specific set of rules.

What it may suggest

Repeated rounds may show a recurring task-level tendency, such as waiting longer, searching more broadly, or correcting more carefully.

What it cannot establish

One game cannot establish intelligence, personality, emotional health, career fit, or how you behave in every context.

How Persona adds context

Only a game with a registered methodology can enter Persona. Other games remain playable task results until their evidence contract is reviewed.

How this is measured

Each game page names its mechanics, limitation, and current Persona-evidence status. Playability does not imply evidence eligibility.

Questions behind the score

Use a clue to ask a better question.

A result becomes useful when it changes what you investigate next, not when it hands you a flattering label.