- 01Read sight and awareness
- 02Choose a crossing moment
- 03Accumulate or cool down
- 04Reach cover within the window
Accumulating awareness
Visibility builds awareness instead of necessarily failing immediately. Leaving sight reduces it by defined rules; repeated exposure can accumulate.
The player's decision
Cross the short gap now or wait for awareness to fall before the next crossing?
Original scenario
Original setup: two lit gaps each take one second, with a two-second alarm threshold. A half-second pause in cover may not clear enough accumulated awareness.
Start with this prototype
Build one patrol, two covers and an exit with visible sight and awareness. Full alarm loses; reaching the exit wins. Support keys and direction buttons, plus reset. Omit complex pursuit AI.
Change one variable
Tune growth and recovery separately; record time spent waiting in cover.
What to observe in a playtest
Can beginners improve crossings from awareness feedback? Is state consistent after hiding and returning?
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
A zero meter with an unexplained persistent pursuit state makes feedback untrustworthy.
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.
- Mark of the Ninja
The developer emphasizes acting before discovery; this lesson makes that window an explicit tunable meter.
- Desperados III
Pause-based Showdown helps respond to surprises, a comparison for reducing stealth execution pressure.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build one patrol, two covers and an exit with visible sight and awareness. Full alarm loses; reaching the exit wins. Support keys and direction buttons, plus reset. Omit complex pursuit AI.
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.