What You See Is Real
If it looks like a bridge from here, it becomes one.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Spatial · Creativity · Discovery
No.257Superliminal01The core loop
Action → feedback → next choice- 01Find the right angle
- 02Line up the illusion
- 03Turn appearance into geometry
- 04Walk the new space
↻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.
- T1
Turn 1 · The situation
A 3 m wall blocks you; you hold a small cube.
- T2
Turn 2 · The player chooses
Hold the cube near your eye and drop it aimed at distant ground.
- T3
Turn 3 · The feedback
It lands as a 3 m block, just tall enough to climb the wall.
- T4
Turn 4 · The next decision
The next room reinterprets objects through lighting.
How it plays
The game turns on-screen relationships into physical reality: an object held up close or far changes its real size, or a photo placed in the world becomes actual space. Players must think from appearances outward.
What the player weighs
- Scale up now or keep it for later
- Try a wild angle or a safer solution
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Superliminal
Uses forced perspective: picking up an object and placing it near or far changes its real size, extended into painted-illusion and other perception puzzles.

Viewfinder
Players take or find photos and place them back into the world, where the contents become real 3D space to build bridges or rewrite scenes.
The difference worth noticing
Superliminal rescales single objects; Viewfinder swaps entire chunks of space.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Place photos to stitch roads and entrances into a map; only when the network connects across photos does the town receive goods.
Prototype this combo in Yoroll→Follow the next idea
Fold the World to Connect
Two paths don't meet? Fold the paper and they touch.
- Prototype complexity
- Who plays
- Solo decisions
- 01Look at both sides
- 02Choose a fold
- 03Check the new path
- 04Unfold or fold again
Snap-Together Building
Pieces snap into place so players think about what to build, not pixel alignment.
- Prototype complexity
- Who plays
- Solo decisions
- 01Pick a piece
- 02Bring it to a snap point
- 03Confirm placement
- 04Continue from the new edge
Reshaping the Land
The ground is no longer a backdrop; digging, filling and leveling become part of building.
- Prototype complexity
- Who plays
- Solo decisions
- 01Read the terrain
- 02Dig down or raise up
- 03Build on the new ground
- 04Handle the side effects



