No.194 / 280Growth & bonds · Dialogue & choices

Rewriting the Loop

The same stretch of time repeats; only knowledge carries over to rewrite the next pass.

Prototype complexity
Who plays
Solo decisions
Design focus
Time · Information · Discovery
Twelve MinutesNo.194Twelve Minutes

01The core loop

Action → feedback → next choice
  1. 01Live through one loop
  2. 02Note when key events happen
  3. 03Act differently next time
  4. 04Unlock a new outcome

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    A 22-minute loop; you know a building collapses at minute 15.

  2. T2

    Turn 2 · The player chooses

    Reach the building at minute 12 and slip into a sealed area before the collapse.

  3. T3

    Turn 3 · The feedback

    The collapse drops you into a lower level otherwise unreachable.

  4. T4

    Turn 4 · The next decision

    Go straight there next loop and save eight minutes.

How it plays

The world runs on a fixed schedule and resets when the loop ends, but the player remembers. Progress comes from knowing the timing and being in the right place, not from getting stronger.

What the player weighs

  • Chase one event this loop or explore the unknown
  • Try a new route or repeat known steps to confirm

02Start small

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Twelve Minutes
T

Twelve Minutes

P1

The story loops in a single apartment; the protagonist keeps his memories and uses known lines and items to change how his wife and the intruder act.

Outer Wilds
O

Outer Wilds

P2

The solar system resets after about 22 minutes as the sun explodes, planets evolve on fixed schedules such as the sand flow between the Hourglass Twins, and progress is pure knowledge.

The difference worth noticing

Twelve Minutes centers on people in one room; Outer Wilds spans physical change across a solar system.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Rewriting the LoopDialogue & choices+

A timed delivery repeats each loop, players memorize every delay along the way, and eventually plot a route that makes the deadline exactly.

Prototype this combo in Yoroll

→Follow the next idea

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Objection with Evidence

Find the one line that doesn't hold, then put the right proof against it.

Prototype complexity
Who plays
Solo decisions
  1. 01Hear testimony line by line
  2. 02Press suspicious lines
  3. 03Present proof on a contradiction
  4. 04Testimony breaks or you're penalized
Phoenix Wright: Ace Attorney Trilogy · Danganronpa: Trigger Happy Havoc
Dialogue & choicesNew

Too Many Leads, Too Little Time

Leads outnumber hours; you decide whose door to knock on today.

Prototype complexity
Who plays
Solo decisions
  1. 01List open leads
  2. 02Spend a time slot
  3. 03Gain info or come up empty
  4. 04Conclude before the deadline
Pentiment · Disco Elysium
Dialogue & choicesNew

Your Past Opens Doors

Who you were and what you learned decide what people will tell you.

Prototype complexity
Who plays
Solo decisions
  1. 01Choose a background
  2. 02Special options appear
  3. 03Use experience to persuade or see through
  4. 04Gain what others can't
Pentiment · Baldur’s Gate 3
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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