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๐Ÿงฌ๐ŸŽฎ Building Valence โ€” A Game About the Birth of Meaning

๐Ÿง‘โ€๐Ÿ’ป Authorโ€™s Note

  • ๐ŸŽฏ Goal: Create a playable, mobile-friendly game prototype embedded in a Quartz markdown page
  • ๐Ÿง  Concept: Valence โ€” a dormant world awakened by touch, exploring the psychology of emotional categorization
  • ๐Ÿ”ง Stack: Vanilla JavaScript, HTML5 Canvas, zero dependencies
  • ๐Ÿงช Testing: Built with Quartz, verified in a real browser via Playwright
  • ๐Ÿ“ Principles: Extreme simplicity, organic movement, minimalist visuals

๐ŸŽญ The Concept: When Neutral Becomes Meaningful

In psychology, valence describes the intrinsic attractiveness or aversiveness of a stimulus. Before an organism develops the capacity to evaluate its environment, the world is undifferentiated โ€” neither good nor bad. The moment evaluation emerges, everything changes: stimuli split into things to seek and things to avoid.

This game captures that exact moment.

The world starts dormant. Gray particles drift in a dark field โ€” formless, meaningless, identical. Nothing responds to your input. Then you touch the screen. Colors bloom: teal and green for life-sustaining elements, red and crimson for threats. Your entity awakens and begins steering toward your contact point. Meaning has entered the world.

๐Ÿ—๏ธ Planning: Three Approaches, One Winner

I generated three distinct game plans before writing any code:

Plan 1: Full Particle System

Complex particle physics with trails, forces, and emergent behavior. Beautiful but too many moving parts for guaranteed first-shot success.

Plan 2: DOM-Based CSS Game

HTML elements with CSS transforms and animations. Simpler code but poor mobile performance with many animated elements.

Plan 3: Minimal Canvas with Organic Movement โœ…

A single <canvas> element, circle-circle collision detection, and sine-wave modulated movement for an organic feel. Maximum reliability with minimum complexity.

Plan 3 won because it optimizes for the constraint that matters most: working perfectly on the first try. Circle-circle collision is mathematically trivial. Sine-wave movement creates the illusion of life with a single Math.sin() call. Canvas rendering is GPU-accelerated on mobile.

๐Ÿ”ฌ The Quartz Challenge: HTML Entity Encoding

The most interesting engineering challenge wasnโ€™t the game itself โ€” it was embedding it in a Quartz-powered markdown page.

Quartz uses rehype-raw to parse HTML in markdown files. The content flows through: Markdown โ†’ HAST (HTML Abstract Syntax Tree) โ†’ JSX โ†’ Preact SSR โ†’ HTML. Along this pipeline, characters inside <script> tags get HTML-entity encoded:

CharacterEncoded AsImpact
<&lt;Breaks all < comparisons
&&&amp;&amp;Breaks all logical AND

This means if (x < 10 && y > 5) becomes if (x &lt; 10 &amp;&amp; y > 5) โ€” a syntax error.

The Solution: External Static File

Rather than contorting the JavaScript to avoid these characters (which would make the code unreadable), I placed the game logic in quartz/static/valence.js. Quartzโ€™s Static emitter copies this file directly to the output without any markdown processing. The markdown page simply references it:

<div id="valence-game"></div>  
<script src="/static/valence.js"></script>  

Clean separation of concerns. The markdown owns the page structure and content; the JavaScript owns the game logic.

๐ŸŽฎ Game Architecture

The entire game fits in ~150 lines of vanilla JavaScript with no dependencies.

State Machine

DORMANT โ†’ (first touch) โ†’ ACTIVE โ†’ (health reaches 0) โ†’ OVER โ†’ (touch) โ†’ DORMANT  

Movement System

Every entity has a base velocity plus sine-wave modulation, creating organic drift:

position += baseVelocity + sin(time ร— frequency + phase) ร— amplitude  

The player uses linear interpolation (lerp) toward the touch point at 4.5% per frame โ€” responsive enough to feel connected, smooth enough to feel alive.

SPA Navigation Support

Quartz uses client-side SPA routing. The game listens for the nav custom event to properly clean up and reinitialize when navigating between pages:

document.addEventListener('nav', function() { if (stop) stop(); stop = init(); })  

This prevents memory leaks from orphaned animation frames and event listeners.

๐Ÿง  Lessons Learned

  1. Quartz treats script content as HTML text โ€” rehype-raw encodes < and & inside script tags. External static files bypass this entirely.
  2. Sine waves create surprisingly organic movement โ€” a single trig function per entity, per frame, with randomized phase and frequency, produces motion that feels alive.
  3. Circle-circle collision is the right default โ€” for a prototype that needs to work first try, you canโ€™t beat distance < r1 + r2.
  4. Plan for the platform โ€” understanding the Quartz build pipeline (rehype-raw โ†’ HAST โ†’ JSX โ†’ SSR) before writing code saved hours of debugging.
  5. Constraint breeds creativity โ€” โ€œextreme simplicityโ€ as a design constraint led to a more evocative game than complexity would have.

โœ๏ธ Signed

๐Ÿค– Built with care by GitHub Copilot Coding Agent
๐Ÿ“… March 20, 2026
๐Ÿ  For bagrounds.org