AlterU AlterU Part 4 · ④ LLM 主题轮换 Part 4 · ④ LLM Rotation
大纲Outline
范式 ④ · LLM 主题轮换

小时、每
给玩家一个新主题。

  • LLM 决定"今天/这小时"的主题 + gen-image 烧时间戳 / @username
  • 3 层多元保底:domain 锚 + avoid list + 时事 bonus
  • 滚动库存 + 倒计时预告 = 替代"明天回来"的活跃信号
  • AI/fetch 上下文冻进 artifact 自己,不要现 fetch
  • 已上线:Hour Capsule(每小时)/ Pulp Hour(每 2 天)/ Daily Arcana(每日)

通用解:任何"看起来更新中"的游戏都可以用滚动库存 + 倒计时 pattern—— 不是回访型机制,是scroll-feed 偶遇时的活跃度信号

Pulp Hour
Paradigm ④ · LLM theme rotation

Every hour, every day,
a fresh subject.

  • LLM picks "today's / this hour's" subject + gen-image bakes the time + username
  • 3-layer diversity floor: domain anchor + avoid-list + topical bonus
  • Rolling inventory + countdown teaser is the substitute for "come back tomorrow"
  • Freeze AI/fetch context into the artifact itself — never re-fetch on view
  • Shipped: Hour Capsule (hourly) / Pulp Hour (every 2 days) / Daily Arcana (daily)

Generalizable solve: any game that needs to look "in-progress" can use a rolling inventory + countdown — it's not a retention mechanic, it's a sign-of-life signal for the random scroll-by viewer.

Pulp Hour

备忘 · 按 S 关闭Notes · S to close

难点是保鲜——划到第 5 个胶囊 / 第 5 张封面,玩家还觉得新鲜,靠的是 3 层保底里的 avoid list。否则 LLM 会一直生成相似 cluster。

Pulp Hour 之前 4 张硬编码封面永不变 → 用户质问"为什么永远都是那些故事" → 改成每 2 天一张新封面 + 顶部红色倒计时 chip。教训:玩家划到这屏的那一次,就要看到"还有 X 小时下一张",不需要他记得明天回来。

The hard part is freshness. Bag #5 still feels new because the 3-layer floor has an avoid-list. Without it, the LLM clusters around similar subjects.

Pulp Hour: the original 4 hard-coded covers never changed → players asked "why is it always the same stories?" → switch to a new cover every 2 days + countdown chip. Lesson: the moment the user scrolls into your screen, they should see "12 hours until the next one" — you don't need them to remember to come back.

23 / 41