- 01Choose a repeatable task
- 02Record the actions
- 03Work with the replay
- 04Adjust timing and handoffs
Recorded-self cooperation
Record actions for a clone to replay while performing a new task yourself. Cooperation comes from previous actions and planned timing.
The player's decision
Record a short reliable action or combine several tasks in one longer loop?
Original scenario
Original setup: a clone holds a door open for two seconds every four seconds. An accurate replay still fails if the recording leaves no crossing window.
Start with this prototype
Build an eight-second recorder, one clone, a switch and cargo. Show recording and replay timelines. Deliver cargo to win; allow rerecording. Omit unlimited clones, networking and random physics.
Change one variable
Vary required hold duration and watch whether players reserve time for their future self.
What to observe in a playtest
Do ten replays keep handoff timing? Can failures be traced to a missing wait in the recording?
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
Frame-dependent replays undermine trust. Choose inputs, positions or events deliberately and handle collision divergence.
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.
- The Last Clockwinder
Clockwork clones repeat demonstrated actions, turning physical performance into automation.
- Super Time Force Ultra
Rewinding to team with past selves offers a non-looping comparison.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build an eight-second recorder, one clone, a switch and cargo. Show recording and replay timelines. Deliver cargo to win; allow rerecording. Omit unlimited clones, networking and random physics.
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.