A React + Vite based game-assessment simulator containing 7 cognitive mini-games inspired by aptitude-style screening rounds.
This project provides a structured game shell with timer, scoring, level progression, and distinct challenge mechanics across numerical, visual, memory, logic, and motion tasks.
- Simulate multi-round, time-bound cognitive assessments.
- Provide a polished UI for game-based aptitude practice.
- Maintain reusable game architecture through shared context and shell components.
- Track core performance metrics like score and level progression.
- Improved lint coverage for
.js/.jsxand React files by expanding ESLint configuration. - Removed unsafe runtime expression evaluation from Digit Challenge and replaced it with safe deterministic evaluation.
- Replaced blocking browser
alert()flows with inline, non-blocking game feedback. - Refactored hook usage with stable callbacks and dependency-safe effects.
- Fixed
tsconfig.app.jsoninput detection for this JSX project by enabling JS includes. - Performed a code cleanup pass to remove dead code and unused imports/state.
This assessment simulator includes 7 game modules, each designed to target a different cognitive skill used in aptitude-style testing.
- Digit Challenge: Missing-digit arithmetic and constraint handling.
- Switch Challenge: Visual transformation mapping and permutation decoding.
- Geo-Sudo: Sudoku-style symbol placement with row/column uniqueness.
- Grid Challenge: Working memory under distraction and ordered recall.
- Motion Challenge: Spatial planning and move optimization.
- Inductive Reasoning: Pattern-break detection and abstract logic.
- Color the Grid: Rule-based classification and fast condition checking.
What you do
- Fill missing digits in arithmetic equations (e.g., addition/multiplication combinations).
- Use each digit under uniqueness constraints in the active puzzle state.
How difficulty scales
- Early levels focus on single missing slots.
- Mid levels combine operations and multiple missing positions.
- Higher levels increase missing slots and equation complexity.
What it tests
- Arithmetic speed
- Accuracy under constraints
- Mental verification
What you do
- Compare an input sequence of shapes with its transformed output sequence.
- Choose the correct 4-digit permutation code that explains the reorder.
How difficulty scales
- Core mechanic remains consistent.
- Pressure comes from speed, misdirection, and similar distractor options.
What it tests
- Mapping logic
- Pattern translation
- Rapid option elimination
What you do
- Fill symbol grids using Sudoku-like constraints.
- Ensure each row/column has unique shapes with no duplicates.
How difficulty scales
- More cells are masked as level increases.
- Fewer fixed hints force stronger deduction.
What it tests
- Constraint satisfaction
- Visual deduction
- Error avoidance
What you do
- Memorize dot positions one-by-one.
- Answer an interleaved symmetry distraction prompt.
- Recall all dot positions in the original order.
How difficulty scales
- Grid size and sequence length increase with level.
What it tests
- Working memory
- Attention switching
- Ordered recall under interference
What you do
- Select and move pieces on a bounded board.
- Clear blocking paths and route the red ball into the target hole.
How difficulty scales
- Rotates through progressively tricky level templates.
- Efficiency pressure encourages lower move counts.
What it tests
- Spatial reasoning
- Planning ahead
- Move optimization
What you do
- Inspect a set of visual options.
- Identify the item that breaks the hidden rule.
How difficulty scales
- Procedural question generation changes rule forms (rotation/count patterns).
- Reduced predictability prevents rote memorization.
What it tests
- Abstract reasoning
- Rule inference
- Exception spotting
What you do
- Read the active rule statement.
- Analyze each mini-grid and apply the correct color label.
How difficulty scales
- Rules alternate by content type (letters/numbers).
- Correctness depends on exact condition matching.
What it tests
- Conditional logic
- Classification speed
- Rule adherence
- Unified game lifecycle via a global game context.
- Timer-based gameplay with default 6-minute session duration per game.
- Dynamic level progression (level increases on correct answers).
- Performance scoring model tied to level and answer speed.
- Reusable shell UI for score, level, timer, quit, and instruction modal.
- Instruction-first UX with in-game tutorial modal for each game.
- Modern animations powered by Framer Motion.
Implemented in src/context/GameContext.jsx:
- On correct submission:
points = round((level^2 / max(1, timeTakenForLevel)) * 100) score += pointslevel += 1- Timer decrements every second when state is
PLAYING. - Session transitions to
GAME_OVERwhen timer reaches zero or user quits.
- Frontend: React 19, Vite 7
- State Management: React Context API (
GameContext) - Animation: Framer Motion
- Icons: Lucide React
- Styling: Utility-first classes (Tailwind-style utility usage)
- Linting: ESLint
src/
App.jsx # Dashboard + game router
context/
GameContext.jsx # Global game state, timer, scoring, progression
components/
shared/
GameShell.jsx # Shared game HUD, modal, game-over UI
games/
digit-challenge/
DigitChallenge.jsx
switch-challenge/
SwitchChallenge.jsx
geo-sudo/
GeoSudo.jsx
grid-challenge/
GridChallenge.jsx
motion-challenge/
MotionChallenge.jsx
inductive-reasoning/
InductiveReasoning.jsx
color-the-grid/
ColorTheGrid.jsx
- Node.js 18+
- npm 9+
npm installnpm run devnpm run buildnpm run previewnpm run lint- Direct file link: Demo_video.mp4
- User lands on dashboard and selects one of 7 games.
- Global game context initializes timer, score, and level.
- User solves interactive levels under time pressure.
- Correct answers increase score and level.
- Session ends on timer completion or manual quit.
- Game Over view displays final score and highest level reached.
- Clean component decomposition between shell and game-specific logic.
- Consistent UX patterns across all mini-games.
- Scalable architecture for adding additional games.
- Strong visual feedback and interaction cues.
- Persist high scores and session history (local storage or backend).
- Add per-game analytics and detailed result breakdown.
- Add reusable toast/snackbar system for richer feedback patterns.
- Improve puzzle generation depth and adaptive difficulty curves.
- Add sound design and accessibility enhancements.
- Add automated tests for game logic and context state transitions.
GitHub: https://github.com/Nandan-k-s-27/capgemini-exceller-game
This project is currently provided for educational and portfolio purposes.








