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Text adventure: Alan Turing’s Ghost Was Not Ready for a Probabilistic Afterlife

June Solstice Game Jam Submission

This is a submission for the June Solstice Game Jam

What I Built

I built a short browser based text adventure with wanderer-flow.de, the flow builder I created for interactive chat experiences.

In the game, the solstice has stopped working and ancient writings declare that a chosen one must restore it. The player steps into that role, chooses a weapon, and enters a small absurd adventure full of strange dialogue and logic puzzles.

A central part of the game is an encounter with Alan Turing’s ghost, who appears as an NPC guarding the logical gates. He is deeply irritated that the afterlife has turned out to be probabilistic instead of deterministic. To progress, the player has to interact with him in chat, figure out how to get the right response, and gain access to the gates.

The final challenge is a sequence of simple but thematic logic puzzles where the player must correctly activate OR, AND, and XOR gates to bring the machine back online and save the solstice. If they succeed, they receive a printable certificate.

The game fits the challenge theme in several ways. It is directly about the solstice, it plays with light, restoration, and turning points, and it also connects to Pride and Alan Turing through the narrative and the player’s interactions. I wanted the whole thing to feel playful, slightly absurd, and unmistakably computer science flavored.

One important note is that the current build only runs in Chrome on suitable hardware because it relies on a local on device LLM (Will be installed automatically when available).

Video Demo

I recorded a short demo showing the full flow of the game, including weapon selection, the conversation with Alan Turing’s ghost, and the logic gate puzzles.

https://wanderer-flow.de/videos/alan_turing.webm

Code

The project was built with wanderer-flow.de.

How I Built It

I built the game as a graph based conversational flow in wanderer-flow.de.

Wanderer is based on Reactive Graph Sequencing, a system I designed for state driven interactive flows. Instead of executing a fixed sequence once, the graph continuously re sequences itself when state changes. That makes it a good fit for chat based experiences where dialogue, branching, backtracking, and user decisions need to remain flexible and reactive.

I liked using a local LLM as an NPC rather than as a hidden implementation detail. In this game, the model becomes part of the world. Alan Turing’s ghost is not just flavor text pasted into a static dialogue tree. He is presented as a character that the player must engage with in order to advance.

From a design perspective, I deliberately kept the scope tight. I wanted something that was easy to understand, quick to play, and memorable because of tone rather than size. The result is a compact interactive piece that combines narrative, puzzle logic, and local AI in a way that feels playful without becoming over engineered.

For more technical background on the system behind Wanderer, I wrote about it here:

https://wanderer-flow.de/blog

Prize Category

I am submitting this project for Best Ode to Alan Turing and Best Google AI Usage.

Best Ode to Alan Turing is a natural fit because Alan Turing is not just referenced in the title or theme. He appears in the game as a central NPC and guardian of the logical gates. The game also draws directly on ideas closely associated with his legacy, including computation, logic, truth, and artificial intelligence.

Best Google AI Usage also applies because the game uses a local Google LLM in Chrome at runtime. The model is not just a development aid behind the scenes. It appears directly inside the game as an NPC that the player must interact with in order to progress. That makes the AI part of both the fiction and the mechanics of the experience.

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