Wuxia game (working title)
An action RPG won by reading the enemy's pattern rather than out-reflexing it. The studio's main slot.
An action game won by reading the enemy’s pattern rather than out-reflexing it. The studio’s main slot.
The one thing at the centre
Most action games are won by reacting fast. The enemy attacks, you dodge or block. Practise, your hands get quicker, you win.
This is different.
Just before an enemy attacks, a telegraph appears showing what kind of attack it is. You read it and pick the matching counter.
| What you picked | Result |
|---|---|
| The right kind | Zero damage + the enemy is frozen for 1.6s + double damage returned |
| The wrong kind | Only 60% lands |
| Nothing | All of it lands |
The gap between the first two rows is large. Pick right and you win almost for free; pick wrong and you lose ground.
So what the player accumulates is knowledge, not reflexes
That is the whole design.
| A typical action game | This one | |
|---|---|---|
| What grows | Reaction speed | What you know |
| How you get stronger | Practice makes your hands faster | You come to know the enemy’s patterns |
| A new enemy | Hard | Unknown → you learn by taking hits |
| The second meeting | A bit better | Knowing it, you barely get hit |
Which makes meeting the same enemy again the fun part. You get battered, then once you know the pattern you turn everything aside cleanly.
Scale: 44 techniques, 26 artefacts.
Written up in six parts
One project, and each part has a completely different problem. Mixed into one piece nothing survives.
| Part | What the problem is |
|---|---|
| Design | Turning win by reading the pattern into a rule |
| Spec | The artifact of those rules — the actual values |
| World | Where factions, identity and story become systems |
| Client | Where the code handling time and hit resolution leaks |
| Art | The real bottleneck building solo is not code |
| QA | What a passing test is not looking at |
This game is where the teardowns land
The rules I take away from opening other people’s work land here.
Take things apart only and it ends at nice. It has to be attached to something before you learn whether it is actually usable.
And attaching it, most of it does not fit. That fact goes back into the teardown piece.
Not yet
Written down honestly.
It has never been playtested.
The rules above are all verified only as far as “does the design hold together.” Whether it is fun, nobody has looked at.
And the “60% on a wrong pick” is not a measured number either. It came from “it has to differ from a clean hit.” Measured, it will change.
The detailed record starts here
Unity 6 · URP · toon shading. Forty-four forms and twenty-six artifacts. You win by reading the enemy’s pattern, not by reacting faster.
When an enemy starts a form, a telegraph appears. Read its lineage, answer with the countering one, and you take zero damage while the enemy is stunned for 1.6 seconds and takes double back. The wrong lineage takes 60%; no response takes a clean hit. So what the player accumulates in this game is not reaction speed — it’s knowledge.
Six parts
One project, but the problems differ by part. Mixed into one piece, none of them survives.
| Part | The problem it has |
|---|---|
| Design | Turning “win by reading the pattern” into an actual rule |
| Spec | The rule itself — one page of the form system |
| World | Where factions, identity and chapters cross into systems |
| Client | Where code handling time and hit resolution leaks |
| Art | Building solo, the real bottleneck isn’t code |
| QA | What a passing test isn’t looking at |
Client is here and absent from the two empty slots — that part only exists where there is code. And one more: spec is split from design. Design is why it was decided that way; spec is what was decided. Keep them in one document and the reasoning gets interleaved with the rules — so when a single value changes later, nothing tells you what else has to be read.
This game is where the teardowns land
The rules that come out of Teardowns need somewhere to land, and this is it.
The Elemental Sandbox teardown produced exactly one rule worth taking: record dimensionless, resolve every frame. Measuring this project then found 43 WaitForSeconds calls against 22 fraction loops — built precisely the wrong way round.
Telegraph duration is this game’s difficulty dial, so that means turning the dial doesn’t reach any telegraph currently in motion. The way the game gets balanced was blocked at the mechanism level.
The mark it left is still visible in Spec. The counter window computes its end time once, when it opens, so lengthening a telegraph mid-run closes the counter window early. It was left unfixed on purpose, with the condition for revisiting it written down: “when balancing work that actually adjusts telegraph length at runtime comes up.”
That loop — take something apart, measure my own thing, change it, show the diff — is the part of this site I actually care about. Teardowns alone are commentary; measurements alone are bragging.
Not yet
It has never been playtested. Everything above is verified only as far as does the design hold together; is it fun has not been looked at by anyone. The 60% figure for a wrong answer comes from “it must differ from a clean hit,” not from a measurement.