- 01Read routes
- 02Place a zone
- 03Observe persistence
- 04Redeploy around expiry
Persistent area denial
An attack leaves a lasting hazard that affects later arrivals. Aim at a future route rather than only the current enemy.
The player's decision
Cover the current crowd or preempt the next wave's chokepoint?
Original scenario
Original setup: slow and fast enemies merge from two branches. Slime at a spawn hits now; slime at the merge may catch both waves.
Start with this prototype
Build two fixed routes and three timed zone placements. Implement slowing only, with boundaries and duration visible. Defend the exit; lose after three escapes and retry instantly.
Change one variable
Keep duration fixed and vary radius; check whether placement still matters.
What to observe in a playtest
Check entry, stay, exit and expiry. Is overlap behavior explicit and consistent?
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
Mismatched visual boundaries or per-frame stacking make range and strength unpredictable.
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.
- Deep Rock Galactic
The Engineer's mines and sentries establish a defensive perimeter, contrasting preparation with direct fire.
- Sanctum 2
Tower defense plus first-person combat illustrates fixed defensive zones supporting active fire; this is not a recreation of a specific slime ability.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build two fixed routes and three timed zone placements. Implement slowing only, with boundaries and duration visible. Defend the exit; lose after three escapes and retry instantly.
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.