mechanic

Use when

You want reaction relief, planning windows, or a power fantasy of control.

What it is. Bend the world’s clock: freeze everything or drag it to a crawl while you keep acting near-normal speed. The gap between your clock and theirs is the whole mechanic.

Player fantasy / why it’s fun. The moment of overwhelm — bullets inbound, three enemies mid-lunge — inverts into a moment of authorship. You stop being reactive and become the only mover in a still room. Mastery is spending the window, not just surviving it.

The verb

Trigger the slow; act inside the stolen window; watch the world resume and pay for what you spent. One button, but the depth is in what a frozen frame lets you do that a live one won’t.

How it feels / why it’s fun

Tuning levers

LeverWhat it controlsSane default
Stop vs slowHard freeze (planning) vs time-scale drag (still-live combat)0.15× slow for combat; hard 0 for puzzle
You move too?Do you act at full speed, slowed, or also frozenPlayer at ~0.9×, world at 0.15×
Meter costDuration you can afford per activation3s bank, drains only while active
Refill sourceTime on cooldown / hits landed / pickups / rhythmKills + slow trickle
Cooldown floorMinimum gap between casts2–4s; prevents perma-uptime
What ignores itBosses, hazards, or scripted beats that keep ticking1–2 threats stay live
Ramp curveEnter/exit blend time120ms in, 200ms out

Default failure mode is too generous. Start stingy; a 2-second window that the player rations beats a 6-second one they spam. See system-resource-loops and system-difficulty-and-dda.

Slots into

Twist seams

How it wires to Hayao

Time control is a time-scale problem, not an animation trick: multiply the sim’s per-tick delta for the world while keeping the player’s near 1.0, and keep it deterministic (all pacing derived from the fixed step, never wall-clock). Study the pause/time-scale seam in sandboxes/juice-lab for how eased scalars ramp without snapping, and sandboxes/particle-workshop for the desaturate-and-trail activation look. Keep the freeze cosmetic where it’s only a look (vignette, chroma shift) so it stays out of world.hash() — the mechanical truth is the single scalar. For turn-based stop (plan, then commit), the frozen board is literally a Puzzle<State, Move> snapshot; the resume is one applied move sequence — see anchor-into-the-breach and the solver discipline in examples/sokoban.

Fails when…

See also

mechanic-rewind · mechanic-teleport · mechanic-dodge-roll · mechanic-parry · system-telegraphs · system-grace · pattern-pacing-and-tension · pattern-risk-reward · pattern-juice-choreography · system-difficulty-and-dda

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