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Meteor 60 Seconds is a short-form decision game structured around a fixed and irreversible deadline. The player is informed immediately that a meteor will strike in exactly one minute, and the countdown begins without delay. There are no tutorials or explanations to slow the pace. From the first second, the player must decide how to act, knowing that every choice reduces the remaining time.
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The sixty-second timer is always active and cannot be paused. This constraint defines how the player experiences the environment, which is limited in size but filled with possible interactions. Movement, inspection, and interaction all consume time, forcing the player to remain aware of the countdown at every moment. The game does not signal which actions are important, creating uncertainty that pushes the player to rely on instinct and observation rather than guidance.
Meteor 60 Seconds avoids giving the player a clear objective beyond the approaching impact. There is no explicit instruction to survive, escape, or complete a task. Instead, the player determines what matters during the final minute. This open-ended structure shifts responsibility entirely to the player. In the middle of a typical run, the player usually engages in several repeated actions that shape the outcome:
These actions form the core loop and vary in importance depending on player priorities.
Each attempt lasts only sixty seconds, which encourages repeated play. The game does not include upgrades, unlocks, or persistent rewards. Nothing carries over between runs except the player’s understanding. Over time, players learn which interactions lead to meaningful outcomes and which simply consume valuable seconds. Progress is measured through improved judgment rather than mechanical advancement.
Meteor 60 Seconds offers multiple possible outcomes based on player behavior. Some endings are straightforward, while others require specific sequences of actions. The game does not label results as correct or incorrect. Instead, it presents consequences without commentary, leaving interpretation to the player. This design supports experimentation, as the cost of failure is low and each attempt is brief.
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