Session 03 — Movement Principles
Move so fast the tower forgets to fire.
One-hit is the design, not the fear.
Every runner and every guard drops in a single frame. Combat is a puzzle of who cuts first, not a bar to grind down.
Read the tower like a musical score.
Wall-runs, dashes and grapple ziplines are the only vocabulary. Levels are composed in seven beats, not laid out room-by-room.
Slow time only to make the cut cleaner.
Sensory Boost is a scalpel, not a shield. Two seconds of dilation is enough to deflect and reposition—never enough to hide.
Death is a tutorial, restarts are free.
Checkpoints fire every eight seconds. The loop rewards forty attempts a minute, not caution—failure teaches the tower.