At the Switch

On the night shift, the switch is in your hands. This pixel-art game built on railway-switch dilemmas turns the player’s decisions and their own statements into a personal shift report.

WHO IT IS FOR

People curious about moral decisionsEducation and workshopsAdults aged 18+English and Turkish

01 · PROJECT TITLE

At the Switch.

Turkish title: Makas Başında. The name describes the player’s place: the switch operator on the night shift, carrying the weight of the decision.

02 · DESCRIPTION

What it is and who it is for.

A decision game that spreads the classic trolley dilemma across 116 scenes. The player chooses a short (50), full (100) or long (200-question) shift and makes decisions across four chapters: the night yard, the station, the control centre and a mountain pass before dawn.

Instead of a single “morality score”, the game ends with a shift report: eight decision domains, a nine-position character portrait, a comparison of what was said and what was done, context-sensitive changes and answer consistency. The report can be saved as a PDF.

The report is educational; it does not diagnose and is not a substitute for psychological assessment.

03 · ROLE IN THE PROJECT

Role and responsibilities.

01

Concept and project management

Idea, scope and storyline; managing content, language and design decisions.

02

Quality control and publishing

Reviewing texts and images, testing, bilingual publishing and integration into the site.

04 · PURPOSE OF THE PROJECT

The problem to solve.

  • 01

    The trolley dilemma is usually asked as a single question and closed with a single answer. Yet people’s decisions change when closeness, an instruction, a personal cost or the wording of the question changes.

  • 02

    The aim was to build an experience that makes this change visible, places what a person says next to what they do, and does so without collecting any personal data.

05 · STRATEGY

Decisions and approach.

01

Matched scenes

In ten scene pairs only one condition changes: closeness, group, instruction, personal cost, numbers, default position, role, means versus side effect and framing.

02

Behaviour and statements measured separately

The eight decision domains are calculated from scene decisions only; statements are measured separately and compared in the report.

03

Privacy

No account, no server, no analytics. Answers are kept only in the player’s browser and can be deleted with one tap.

04

Ethical limits

Clinical screening items were removed; no diagnosis and no labels. In identity comparisons the player is never asked for their own belief or background.

05

Scientific basis

The commentary draws on published work such as the dual-process model, prospect theory, omission bias and social identity theory; sources are listed in the report.

06

Accessibility

Keyboard use, a reduced-motion option, high contrast and a mobile-first layout.

06 · IMPLEMENTATION

How the idea was put into practice.

01

Item bank

A 200-item bank: 116 scenes and statement items. The short, full and long booklets are nested.

02

Pixel scenes

126 scene images and train animations prepared at 320×180.

03

Scoring and report

Eight domains, matched pairs, consistency indicators and a commentary layer based on published literature.

04

Testing and publishing

Browser tests in both languages, mobile device tests, contrast checks and compliance with the site’s security rules.

07 · RESULTS

Verified outputs only.

200Items: 116 decision scenes and 84 statements
126Pixel scene images and animation files
2Languages: English and Turkish, every text and the report
0Personal data sent to a server
  • Tests were completed successfully on six mobile device profiles, from iPhone SE to iPad Mini.
  • There are no user numbers or impact measurements yet; the project was published on 4 November 2026.
  • Payments are not connected yet; for now the game is open as a free preview.

08 · IMAGES

Screens and scenes.

ProjectOpening

The night yard: the signal is red, a train approaches and the switch lever waits for the player.

ProjectDecision scene

The footbridge dilemma: the choice is animated in the scene and the outcome comes over the radio.

ProjectShift report

Part of the report: shift summary, highlighted patterns and the eight-axis decision map.

THE NEXT STEP

Try thegame.

A short shift takes 12–18 minutes. Answers stay on your device.