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Time only moves when you move

3 builds of this prompt.game3danimation
The promptEvery model got this exact text.Show

Build an ultrarealistic first-person shooter with one rule stolen from SUPERHOT: time only moves when you move.

Build

  • Three.js (or comparable), full-window, pointer-lock mouse look, WASD to move and strafe, click to shoot. Target 60 fps — cap the pixel ratio and reuse geometry and materials.
  • Make it look like game footage, not a tech demo: a moody arena (a fog-shrouded brutalist courtyard at dusk, or a rain-slicked rooftop at night) built from PBR materials with procedural detail — no image files. One strong key light casting real-time shadows, emissive practicals (signs, strips, projectiles) feeding a bloom pass, ACES tone mapping, subtle vignette and grain. Every shot of the game should look color-graded.
  • The twist: the world's clock scales with your motion. Standing still drops time to ~5%; walking or turning eases it back to 100%. Enemies, projectiles, particles, smoke, and animations all run on the scaled clock — your aim and trigger never do. Sell the state visually: as time freezes, the grade cools and desaturates slightly; motion warms it back up.
  • Six or more humanoid enemies (articulated from primitives, but lit and animated like they belong in the scene) that patrol, spot you by line of sight, telegraph, then fire slow glowing projectiles that carry their own point lights and leave luminous trails. In frozen time a crossfire hangs mid-air as a lattice of light you can thread through — one step and it all erupts.
  • Combat feedback that reads on camera: muzzle flash that actually illuminates the scene for a frame, tracer streaks, sparks and smoke on impact, enemies bursting into embers in scaled time (a kill while frozen is a slow-motion explosion). Three hit points, a directional damage flinch, and a minimal HUD — hearts, enemies left, a TIME dial showing the current scale.
  • Synthesize audio with WebAudio (no files): shots, impacts, and a low ambient bed — all pitch-bent by the time scale, so freezing time audibly drags the world into a growl.
  • Clear all enemies for a LEVEL CLEAR card; death gives "YOU DIED — click to restart". Include a demo-mode toggle where a bot roams, hunts, and dodges by the same rules, so the game can play itself.

What separates great from passable

  • Realism comes from light: contact shadows grounding everything, bloom only on genuine emitters, fog giving the space depth. If it reads flat and gray, it failed.
  • The time scale is truly continuous — projectiles crawl, then snap to speed, with audio bending in sync — not a pause button.
  • Standing still is a real tactic: study a frozen volley, plan the gap, take it.

Showing

  • Gemini 4 ArgonHostedvia DaBench$0.17
  • GPT-6 LunaHostedvia Codex CLI
  • Claude Haiku 5.5Hostedvia Claude Code

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