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Meteor 60 Seconds is a short interactive game built around a fixed time limit, where the player has exactly one minute to act before an unavoidable global event occurs. The scenario begins with a notification about an incoming meteor, after which control is given to the player in an open city environment. The objective is not to prevent the event, but to decide how to spend the remaining time. The structure is simple and focuses on immediate decision-making under strict constraints.
The main mechanic is the countdown timer that runs continuously from the moment the game begins. Players can move freely through the environment and interact with objects or characters. Each action consumes part of the limited time, forcing the player to prioritize decisions. There is no way to extend the timer, so every interaction must be chosen carefully. The system creates a situation where speed and planning directly influence the outcome.
The player is presented with multiple possible actions, ranging from interacting with people to performing specific tasks within the environment. Some actions trigger short sequences, while others affect how the final result is interpreted. The game does not provide clear guidance on what actions are optimal, encouraging experimentation. Different choices lead to different endings, each reflecting how the player used the available time.
The main gameplay loop includes:
At the end of the 60-second period, the game evaluates the player’s actions and presents a result. This evaluation is based on what was done during the session rather than how efficiently time was used. The outcome is delivered through a summary that reflects the sequence of decisions made. There are multiple possible endings, each tied to specific actions or combinations of actions performed during the countdown.
Meteor 60 Seconds is designed for repeated playthroughs due to its short duration and branching outcomes. Players can restart immediately and try different actions to see alternative results. It is not possible to complete all possible interactions in one run, which encourages multiple attempts. The structure supports experimentation, where each session focuses on exploring a different set of choices.