Bad Thoughts
In **Bad Thoughts**, the series moves from the physical struggle of a cliff or a ramp into a more psychological, social space. The palette shifts from the binary black-and-white of the first two works into a medium-gray "fog," which felt appropriate for a study on avoidance and internal pressure.
In the center of the screen sits a single white cube—the "self"—surrounded by a swarm of darker, irregular fragments. These shapes represent the "bad thoughts," and they are programmed with a relentless tracking logic: find the white cube. They aren't "smart" in a modern AI sense; they are just sensors locked onto a target, closing in with a slow-burn persistence.
The white cube is wired with a repulsion logic. It wants to stay silent and still, but as the dark shapes cluster closer, the physics engine creates a "pressure" that causes the cube to wobble and eventually bolt away. It’s a perpetual game of tag where the goal isn't to win, but simply to remain untouched.
I used dual-layer audio here to create a visceral sense of dread. The white cube is silent when at rest, but as it shoots away from danger, it emits a hurried, anxious muttering recorded from my own voice. The encroaching fragments, however, carry a library of non-verbal, "moist" lip-smacking sounds. This creates a sharp contrast between the verbal, human-like anxiety of the "self" and the mindless, visceral nature of the thoughts closing in. You end up watching this frantic, muttering thing trying to outrun a wet, organic mass.
There is no user interaction in *Bad Thoughts*; you are simply a witness to a self-contained psychological loop. This was the most complex use of the "sensor driver network" before it evolved into the **Powder of Life** framework. It required the nodes to handle multiple target-tracking behaviors and complex audio layering all at once.
It reinforces my belief that what we perceive as "complex" human psychology is often just a set of simple, reactive loops layered on top of each other. If we can't understand the mechanics of how a simple cube "feels" invaded by a thought, we have no hope of navigating the complexity of the digital intelligences we’re building today.
You can run the live game-engine here.
(Note: it can take a while to load)