I play almost everything the same way. In Scrabble I want the board locked up, in chess I want a closed pawn structure and a long maneuvering game, and in League I would rather play a tank into a tank than a carry into five. So I asked: what would a bullet hell, a racing game and a platformer look like if they rewarded that?
Each game below has two honest ways to play. The slow way stabilizes the game state and grinds out small edges; the fast way is the genre’s usual twitch play. The slow way is not a safer route for weaker players; it is meant to be as strong as the fast one, the way a tank is as strong as a carry and d4 is as strong as e4.
The test I hold them to: take a good run and delay every input by five seconds. If the plan was what mattered, the run should still mostly work; if the fingers were what mattered, it dies. The first versions all died. Bulwark is now a siege whose weather moves slower than that delay, Crux is a route you plan before the climber moves, and Slipstream is still the racing game it was, which is to say it still fails the test. The results screen tells you which style you actually played, and bests are kept in this browser for both the fast metric and the clean one. Every run is recorded and can be replayed.
Mouse and keyboard. Nothing is uploaded anywhere.