- 01Assess possible routes
- 02Lock visible or hidden orders
- 03Execute and resolve conflicts
- 04Update predictions
Simultaneous orders
Units or players lock orders before a shared execution phase. Meetings, crossings and contested cells follow fixed rules, requiring predictions of other actions.
The player's decision
Rush the shortest route or detour around a likely contested crossing?
Original scenario
Original setup: two carts cross an intersection together and each collision costs a beat. A one-cell detour can deliver sooner than mutual blocking.
Start with this prototype
Build two carts, an intersection and three action slots each. Submit locally in sequence, then execute together. Show collision rules and replay; deliver both to win. Allow retries, without online networking.
Change one variable
Compare visible routes with visible goals only to separate scheduling from opponent prediction.
What to observe in a playtest
Does storage order leave results unchanged? Are head-on swaps and following moves handled by stated rules?
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
Resolving the first array item first secretly creates priority. Collect intents before resolving occupancy.
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.
- Frozen Synapse
Both sides execute committed turns simultaneously, supporting testing and opponent prediction.
- Phantom Brigade
Predicted enemy timelines allow timed counters, a more informative simultaneous-action variant.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build two carts, an intersection and three action slots each. Submit locally in sequence, then execute together. Show collision rules and replay; deliver both to win. Allow retries, without online networking.
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.