- 01Stop and inspect
- 02Plan a segment
- 03Act to advance the world
- 04Stop and reassess
Action-driven world time
Player action controls world-time speed. Stillness gives thinking time, but progress also advances threats.
The player's decision
Pause to read trajectories or move into position while enemies advance too?
Original scenario
Original setup: two balls cross your path. Waiting reveals trajectories but does not let them pass; small movements change the encounter.
Start with this prototype
Build a top-down room, two launchers and an exit. Let movement control world speed and display the multiplier. Retry hits instantly; specify whether aiming advances time and omit random enemies.
Change one variable
Vary the minimum idle time scale to compare complete stillness with a slow creep.
What to observe in a playtest
Can an action trace reproduce collision timing? Do release, touch cancellation and focus loss stop progression correctly?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Slowing enemies while collisions and cooldowns use unrelated clocks creates confusing exceptions.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- SUPERHOT
The developer ties time to movement, creating a shooter with thinking space.
- SUPERHOT: MIND CONTROL DELETE
The sequel retains action-driven time while adding skills and encounters, showing the same rule supporting more combinations.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build a top-down room, two launchers and an exit. Let movement control world speed and display the multiplier. Retry hits instantly; specify whether aiming advances time and omit random enemies.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.