Shicheng Rao
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The Long Game

Three fast-paced genres rebuilt so that patience, position and attrition are a real way to win. The twitchy way still exists in every one of them.

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.

Bullet hell

Bulwark

Slow, dense, unaimed bullets; streams and bastions that announce themselves seconds ahead. Click where to stand, drag where to build, and let the beam fire itself. A hit costs charge, not life.

Slow:
build a canopy, stand in its shadow, let the walls pay for the beam.

Fast:
stand under the boss where the weather is thickest and ride the heat.
Racing

Slipstream

Six drivers, one narrow track, and tires that cook when you push. Sit in the tow and pounce late, or charge early and try to hold on.

Slow:
draft, keep the tires cool, defend the inside line, pass when they fade.

Fast:
push hard, take the lead early, manage the slide.
Platformer

Crux

A wall of holds and a beat clock. Rocks fall and gusts blow on beats you can read in advance. Build the route with clicks, then watch the climber follow it exactly.

Slow:
static moves, rests on the ledges, wait out the rock, never fall.

Fast:
dynos two holds at a time and a plan that spends every point of stamina.
© Shicheng Rao 2026