- 01Read distance and word length
- 02Select a target
- 03Type or switch
- 04Resolve and reprioritize
Typing target priorities
Typing a target's word completes an attack; word length costs time. Target selection matters alongside typing speed.
The player's decision
Finish a half-typed long word or switch to the short-word threat about to reach you?
Original scenario
Original setup: a distant long word and a fast nearby short word appear together. Screen order is a poor priority rule.
Start with this prototype
Build three fixed word waves with target selection, backspace and pause. Show letters remaining and arrival time. Clear all or lose after three contacts. Use one input language and handle composition explicitly.
Change one variable
Keep word lengths fixed and vary enemy speed to isolate prioritization pressure.
What to observe in a playtest
Does switching preserve progress as stated? Does focus loss pause threats and composition avoid duplicate submission?
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
Treating composition events as final letters or firing while another input is focused causes accidental actions.
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.
- Epistory - Typing Chronicles
Keyboard-only exploration and combat are paired with adaptive difficulty.
- The Typing of The Dead: Overkill
Typing becomes a weapon, with randomized kill words and difficulty settings as design comparisons.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build three fixed word waves with target selection, backspace and pause. Show letters remaining and arrival time. Clear all or lose after three contacts. Use one input language and handle composition explicitly.
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.