Measure

Time-to-kill

You might say: TTK

Time-to-kill estimates elapsed time from the first valid attack to target defeat; a baseline is hits-to-kill times attack interval, but misses, cooldowns, travel, recovery and encounter context can change it.

What it does
Connects combat maths to pacing, pressure and the time a player has to respond.
Ask
How long does this exchange occupy, and what can each side do during it?
Typical
seconds from first valid hit to target defeat

Sources

  1. Daniel Cook, Building Tight Game Systems of Cause and Effect, Pacing: short versus long lapses between cause and effectShort time lapses between cause and effect.

Unverified: No opened source in this run defines a universal TTK convention; this is a practical derived measure using the cited mitigation formulas.

Use it on your project

teardown-apply: hold "Time-to-kill" (time-to-kill) from the teardown at https://teardownatlas.com/game-design/ against my project

Paste it into a coding agent that has the teardown skills.

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