Good uses
- Action and timing challenges where the skill can be learned from feedback
- Practice drills in learning tools that show why an answer was wrong
- Creative or technical tools where a retried operation visibly improves
02 Stimulus engine
An action you could not do becomes something you can do.
Mastery breakthrough turns a failure into a readable lesson and lets the user clear the same wall with their own corrected input. What brings them back is the gap between the last attempt and the next one, not an external reward. Unlike immediate impact, the payoff depends on a skill that changed between tries.
01
A stimulus engine is the axis of what invites another action. The visual world is chosen separately as an expression theme.
02
Design the opening state, the input, the result, and the next actionable state as one sequence.
The wall to clear, the input it demands, and a short note on why the last attempt fell short are all visible before the next try.
The user repeats the skill input, such as holding a press longer or entering a sequence, and each step is judged right or wrong on the spot.
When the corrected input lands, the obstacle gives way in one decisive break, and a mark comparing this try with the last one stays on screen.
A taller wall and the name of the next technique appear, with the current best kept as a reference, so the user can choose to practise again.
03
Do not rely on motion or sound alone: every channel should make the change of state readable.
Visual: mark the exact point of failure on the obstacle and leave a trace of the previous attempt on the gauge, so the correction has a target.
Motion: let the failed try stop short and fall back plainly, and save the single hold and burst for the attempt that actually clears the wall.
Text, sound, and haptics: a two- or three-word cause such as "not high enough", a neutral tone for misses, and one firm accent for the clear.
Without motion or audio: the failure label, the previous-attempt marker, and a "cleared" state on the wall still show what changed between the two tries.
04
Eight production controls decide the strength and order of the response.
Make the skill input explicit: press length, timing window, aim, or a key sequence. Show the target range before the attempt, not after.
Return the miss and its reason within a beat, and make the retry available in under a second so practice is not interrupted by menus.
Hold for about 100 ms only on the successful clear, at the moment of contact with the wall. Never pause on a failure; misses should flow straight into the retry.
Escalate only on the corrected attempt: light the correct inputs in sequence, crack the wall, then release one break that changes the surroundings.
Name the cause of failure in a short phrase and keep a per-attempt mark like "1st: short" beside the gauge, then label the success as matching the target.
Keep the wall and the gauge in the same frame during attempts. After the clear, a single pan to the next, taller wall is enough to preview what comes next.
Give misses a soft, low cue that does not scold, and let the clear carry the strongest sound. If used, haptics confirm the clear, not each miss.
Preview the next wall and the technique it requires, and show the personal best as a reference rather than a deadline or a streak to defend.
05
Good uses, failure modes, risk, accessibility, and the boundary that keeps the engine from being used to manipulate.
When the cause of a failure cannot be read, the challenge stops feeling like practice and starts feeling unfair. Difficulty spikes without new information push users to give up or to look for shortcuts instead of improving.
Offer adjustable timing windows or assist options, keep the failure reason as persistent text, and make the previous-attempt marker distinguishable by shape and label, not only by color.
Let skill and practice be the way through. Do not sell retries, continues, or shortcuts past a wall that was tuned to frustrate, and do not hide the failure reason so that paying looks easier than learning.
06
A 6-second vertical 1080×1920, 30 fps specimen with no audio, and a text alternative of what it shows.
A navy side-view game screen of a city at night, with a small green character on the left and a stone wall in the middle. A short press on the button below stops the meter at 40%, and the character hits the wall partway up and drops: a red dotted path, an X on the wall, a "not high enough" tag, and a "1st: short" mark on the meter. On the second try, specks of light flow into the character as the press goes past the previous mark to 80%. It jumps higher than the wall, pauses right above it, and slams straight down: everything holds for 0.1 second while cracks run through the wall, then the wall bursts into flying stones, lights spread through the city windows from the impact point, and the flag rises. The mark reads "2nd: just right", and the character hops over the rubble to the flag. The view then pans right to a next wall almost twice as tall, with "Next: double jump".
08
A production brief you can hand directly to an AI model or a production team.
Written for this guide from the specimen and the classification; it is not the original generation prompt.
Produce a 6-second vertical UI motion sample that uses the Mastery breakthrough stimulus engine.
Repeated action: Make the skill input explicit: press length, timing window, aim, or a key sequence. Show the target range before the attempt, not after.
Opening state: The wall to clear, the input it demands, and a short note on why the last attempt fell short are all visible before the next try.
Trigger and timing: Return the miss and its reason within a beat, and make the retry available in under a second so practice is not interrupted by menus.
Hit stop: Hold for about 100 ms only on the successful clear, at the moment of contact with the wall. Never pause on a failure; misses should flow straight into the retry.
Amplification: Escalate only on the corrected attempt: light the correct inputs in sequence, crack the wall, then release one break that changes the surroundings.
Text: Name the cause of failure in a short phrase and keep a per-attempt mark like "1st: short" beside the gauge, then label the success as matching the target.
Camera: Keep the wall and the gauge in the same frame during attempts. After the clear, a single pan to the next, taller wall is enough to preview what comes next.
Sound and haptics: Give misses a soft, low cue that does not scold, and let the clear carry the strongest sound. If used, haptics confirm the clear, not each miss.
Next promise: Preview the next wall and the technique it requires, and show the personal best as a reference rather than a deadline or a streak to defend.
Without motion or audio: the failure label, the previous-attempt marker, and a "cleared" state on the wall still show what changed between the two tries.
Accessibility: Offer adjustable timing windows or assist options, keep the failure reason as persistent text, and make the previous-attempt marker distinguishable by shape and label, not only by color.
Ethical boundary: Let skill and practice be the way through. Do not sell retries, continues, or shortcuts past a wall that was tuned to frustrate, and do not hide the failure reason so that paying looks easier than learning.
Keep enough contrast for text and primary UI, and make the meaning clear in reduced-motion and no-audio settings.
Create original abstract subjects. Do not imitate existing works, characters, logos, brands, or proprietary UI.