Pacman City: Turning "Dodge the Ghosts" into Timed Route Planning
回避パズル

Pacman City: Turning "Dodge the Ghosts" into Timed Route Planning

120 seconds, 3 lives, 323 dots: eat and dodge through a block-city maze, where the 8-second power-pellet reversal is the only rhythm switch that matters.

Penalty Kick: One Shot, Two Inputs, Five Rounds of Mounting Pressure
シュータータイミング

Penalty Kick: One Shot, Two Inputs, Five Rounds of Mounting Pressure

A minimal penalty shootout: angle and power feed a probability model, every miss scores for the keeper, and a five-round sprint decides the match.

Physics Cutting: Balancing Detection, Performance, and Precision
おすすめ

Physics Cutting: Balancing Detection, Performance, and Precision

A deep dive into physics cutting mechanisms, covering collision box, ray, and grid detection strategies. It details rigid and soft body slicing approaches and analyzes dynamic precision balancing based on cut count and physics budget, offering direct solutions to common issues like stuttering and clipping.

Roguelike Slaying: Enemy Density Formulas and Screen Readability
ローグライク

Roguelike Slaying: Enemy Density Formulas and Screen Readability

This article dissects the core mechanics of roguelike slaying games, breaking down the construction of enemy density curves to create dynamic combat pacing. It explains how director systems use calculation to control enemy distribution for screen readability, analyzes hard rules limiting special effects to ensure visual clarity, and reveals the satisfaction derived from linear enemy growth paired with exponential player damage. The guide provides actionable advice for developers to balance numerical values with player experience.

Stream Runner: Difficulty as a Speed Curve, UI Reduced to Two Buttons
ランナー回避

Stream Runner: Difficulty as a Speed Curve, UI Reduced to Two Buttons

A minimalist auto-runner case study: score equals distance, a one-obstacle-one-button mapping, and how a 0.6s dodge window keeps high speeds readable.

Tap Dodge: Balancing Failure Tolerance and Bullet Speed Curves
回避

Tap Dodge: Balancing Failure Tolerance and Bullet Speed Curves

A deep dive into the tap dodge mechanic, analyzing hitbox tolerance settings and near-miss feedback to balance failure risk. We also explore constructing bullet speed curves to achieve smooth difficulty progression, providing core design strategies for developers to ensure both responsive controls and long-term player retention.

Judgment Window Lab: Timing Feel as Two Sliders
タイミング回避

Judgment Window Lab: Timing Feel as Two Sliders

A timing lab: 20 beats, one shrinking ring, one judgment circle. Drag Perfect Window (40–150ms) and BPM (60–180) sliders to feel where timing feel comes from.

Football Kick: Compressing a Penalty Shootout into an Angle-by-Power Judgement Table
物理

Football Kick: Compressing a Penalty Shootout into an Angle-by-Power Judgement Table

A 5-round penalty duel compressed into an angle-by-power table: three judgement bands — miss zone, risk zone, sweet spot — rule goal, save or miss.

Survival Countdown: Designing Time Pressure and the 'Final 10 Seconds' Effect
レベル

Survival Countdown: Designing Time Pressure and the 'Final 10 Seconds' Effect

Analyze time pressure mechanics focusing on non-malicious dynamic curves and forgiveness windows. Deep dive into the 'Final 10 Seconds' effect to reveal how countdowns alter risk-reward ratios, driving players toward aggressive decisions in high-stakes endings, providing empirical strategies for building urgency in action-dodging levels.

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