讲 Kiss Wall 的关键 talking point:"5-8s 等图不能 spinner 糊过去——等待本身要是玩法"。 这一条可以套到任何 gen-image 的游戏,是通用解。
讲一个真实失败:v1 我做了 SEAL 按钮 + curtain 帘子糊等待,用户原话"交互太糟糕"砍了,才悟出"化学浴显影"的设计。让同学体会"等待"不是工程问题是玩法设计问题。
另一个不显式但很重要的 lesson:写风格 prompt 前必须先 Read 库里现有 asset,否则风格脑补→上线立刻被骂。
Key talking point: you cannot hide a 5-8s gen-image call behind a spinner — the wait itself has to be the play. The chemistry-bath develop is a generalizable pattern for every gen-image game.
Real-world lesson: v1 had a SEAL button + curtain. Player feedback was literal: "the interaction is awful." We cut SEAL, and only then did we land on the darkroom-develop ritual.