Write the prompt around a playable rule
The prompt specifies cue, early input and measured outcome. A broad window lets players learn the task before precision increases. Use one consistent visual signal and avoid distracting motion during the pause. If sound is included, make it match the flash rather than serving as an unannounced second cue.
Original concept prompt: “Create a simple reaction game. A lantern dims for a random short pause, then flashes green; tap only after the green flash. Tapping early is a false start, while a late tap records the delay. Show the cue clearly, use a broad response window for the first round and offer five trials with a simple average at the end.” This is a recipe for an idea, not a claim that this exact game is already playable.
Play, observe and refine one thing at a time
Try an early tap, a tap right after the cue and a deliberately late tap. Confirm that each receives the right result and that the game does not register a tap before the lantern flashes. Repeat the five-trial round to see whether the average matches the individual results. If timing feels inconsistent, simplify the cue and input handling.
Change the pause range or response window, not both at once. A wider range prevents memorized timing, while a narrower response window increases precision. Test with several deliberate response styles and check whether the feedback explains why a trial failed. Keep any summary neutral; it describes this game session rather than making claims about a player’s general ability.
Do not present a reaction score as a medical or scientific assessment. Keep the activity framed as an arcade challenge. Avoid hidden random events or different cues that make two trials incomparable.
Playable reference for this prompt: Knife Hit. Tap to throw knives into a spinning target without hitting knives already stuck in it; clear the target to shatter it and face a boss every fifth stage. Use this example to compare the proposed rules with a game you can try now. For your version, use this check: How do I prevent players anticipating the cue?
Questions about reaction game prompt
How do I prevent players anticipating the cue?
Vary the waiting interval and record early taps as false starts. Check that the green cue is clearly different from the waiting state.
How should I compare the five trials?
Use several attempts on the same device and keep false starts separate from completed trials. A single fast or slow tap is a weak basis for adjusting the whole game.