20-minute experience flow¶
This page describes the intended vertical-slice pacing. Treat timings as design targets, not production commitments.
Flow summary¶
| Beat | Target time | Purpose |
|---|---|---|
| Opening rune / memory palace ruin | 1-2 min | Establish mystery, memory loss, and rune significance. |
| First pickup | 1 min | Teach carrying and collecting a rune. |
| First slot puzzle | 2 min | Teach placing runes and seeing environmental response. |
| Portable memory palace | 1-2 min | Introduce rune review without heavy UI. |
| First meaning puzzle | 2 min | Teach noun/verb meaning through comparison. |
| Square-slot puzzle | 3 min | Test ordering and spatial arrangement. |
| Transform sentence | 2-3 min | Introduce NOUN + VERB + NOUN. |
| Chained puzzle | 3-4 min | Require combined sentence structures. |
| Fire/environment reaction | 2 min | Show object-to-object reactions, not just direct player action. |
| Second memory palace ruin / title transition | 1-2 min | Close the slice with narrative escalation. |
Intent¶
The slice should escalate from basic manipulation to language comprehension:
- The player learns they can move runes.
- The player learns runes change the world.
- The player learns runes have meanings.
- The player learns grammar changes relationships.
- The player sees the world react beyond a single direct target.
Production use¶
- Use this as a pacing check for demo builds.
- Do not treat every beat as required for every milestone.
- If a beat is cut, preserve its learning function elsewhere.
Related pages¶
Change history¶
- 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.