- 01Read start and endpoint
- 02Press on time
- 03Maintain input
- 04Release and review
Timed holds and releases
Press, sustain and release are distinct states. A long note begins at one time and ends at another, making duration part of the input.
The player's decision
Sustain to the endpoint or release too early while preparing the next input?
Original scenario
Original setup: a two-beat hold, half-beat gap and short note. Score start, sustain and release separately so holding forever cannot pass.
Start with this prototype
Build one lane, four short/long notes and one key. Show press and release errors separately; pass three notes. Pause on focus loss, support touch holds and use original cues.
Change one variable
Tune start and endpoint tolerance separately; test whether release feedback teaches the second action.
What to observe in a playtest
Can endless holds, early releases and correct notes be distinguished across keys and touch?
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
Clicks or keyboard repeat cannot represent holds reliably. Clear held state on focus loss.
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.
- Spin Rhythm XD
Developer notes discuss hold-note scoring and bindings that preserve held input.
- Rhythm Heaven
The interview discusses holding, flicking and release feel; this prototype isolates release timing.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build one lane, four short/long notes and one key. Show press and release errors separately; pass three notes. Pause on focus loss, support touch holds and use original cues.
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.