Recordings
Action RPG

Astor: Blade of the Monolith

analysis 0.1.0-fixture · fixture data
Hover the timeline to scrub every pane to that instant.
High activityExplorationMenuIdle Highlight
3:01:06Duration
121.6kEvents
11/sRate
1920x108060fps456,372 cam frameswindow 3s
screen.mp4 not loaded — analysis stands on the input log alone.
456,372 frames41.4 FPS10k unitsFOV 85°
Raw data feed121,632
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Mechanic coverage

2/8 detected
  • Melee Combatcombat

    Player engages enemies in close-range combat using swords and axes with combo attacks

  • Dodge Rollcombat

    Player uses dodge rolls to evade enemy attacks and reposition during combat

  • Ability Usagecombat

    Player activates special abilities with cooldowns during combat encounters

    Not detected
  • World Explorationexploration

    Player navigates open environments, discovers hidden areas and collectibles

    Not detected
  • Puzzle Solvingpuzzle

    Player solves environmental puzzles to progress through areas and unlock paths

    Not detected
  • Boss Fightcombat

    Player faces large boss enemies with unique attack patterns requiring specific strategies

    Not detected
  • Item Collectionprogression

    Player collects health orbs, currency, and upgrade materials scattered through the world

    Not detected
  • Cutscene / Dialoguenarrative

    Non-interactive story sequences and NPC dialogue that advance the narrative

    Not detected
6 highlights detected. Click a diamond on the timeline or a mechanic timestamp to open its detail. Confidence is a rule-clearing score, not validated accuracy.
Capture goals — what Origin Lab wants captured here5 groups · 56 tasks

Reference only, from game_tasks.json. These describe the moments worth capturing for this game; the pipeline does not match individual tasks.

Exploration, Spirit Realm & Environmental Discovery

  • Travel from a safe hub/village area into an open combat zone without opening menus
  • Traverse a large overworld area while scanning for secrets, collectibles, and challenge markers
  • Enter an ancient ruin or temple and record a full exploration pass from entrance to exit
  • Move from overworld traversal into a contained combat arena organically
  • Find and collect a visible upgrade pickup
  • Explore off the main path and uncover an optional chest or hidden reward
  • Activate the Spirit Realm to reveal a hidden bridge or path
  • Use the Spirit Realm to uncover a secret platforming route
  • Solve a simple environmental puzzle that requires switching in and out of the Spirit Realm
  • Use Spirit Realm vision to locate a hidden collectible
  • Enter a puzzle space, fail once intentionally, then recover and solve it correctly
  • Complete a hidden-path discovery sequence from clue recognition to reward pickup

Core Combat, Weapon Identity & Combo Play

  • Defeat a basic enemy group using only one weapon's light/heavy combo chain
  • Launch enemies and follow with an air combo
  • Record a clean dodge-based encounter with minimal damage taken
  • Record a parry into punish sequence
  • Fight a mixed enemy group and prioritize targets by threat type
  • Build and maintain a long combo string across multiple enemies
  • Show a fight that uses melee strikes, ranged attacks, and a finisher in one sequence
  • Fight in a tight arena where crowd positioning matters
  • Showcase each weapon type briefly in separate encounters
  • Switch weapons between encounters to demonstrate style differences
  • Use one weapon for crowd control and another for a single tougher enemy
  • Record the same enemy type fought with two different weapon styles

Constructs, Magic, Traversal & Mobility Progression

  • Use a construct summon offensively to start a fight
  • Use a construct in the middle of a combo chain rather than only as an opener
  • Use a ranged/runic attack to finish an enemy at distance
  • Use a construct to control space against a group
  • Record a fight where construct cooldown management matters
  • Compare a no-construct version of a fight to a construct-assisted version
  • Use multiple magical/runic abilities in one encounter
  • Complete a traversal route that depends on precise jumps
  • Use double jump to access an otherwise unreachable collectible or route
  • Record a failed platforming attempt and successful recovery
  • Traverse vertically through ruins using ledges, jumps, and movement upgrades
  • Use the spider construct/mount in traversal where it clearly improves mobility

Bosses, Arenas & High-Intensity Encounters

  • Record a full boss attempt from intro to defeat
  • Record a boss retry where the second attempt shows improved pattern recognition
  • Focus on a boss fight built around parry timing
  • Focus on a boss fight built around dodge and spacing
  • Use constructs strategically during a boss fight
  • Complete a combat challenge/arena encounter cleanly
  • Replay a challenge encounter with a different weapon style
  • Record a multi-wave combat challenge as a crowd-control stress test
  • Record a low-health recovery fight where survival depends on spacing and dodge timing
  • Combine movement and combat by entering a fight directly after a traversal sequence

Quests, NPCs, Progression & World Loop

  • Pick up a side quest from a Diokek villager
  • Complete a simple fetch-style side objective and return for the reward
  • Complete a 'clear enemies' side task and turn it in
  • Record a clip focused on NPC interaction, then immediate transition into exploration
  • Visit a hub/vendor/reward interaction point and purchase or claim an upgrade-related item
  • Show how side quest rewards feed back into progression or combat readiness
  • Spend upgrade resources on combo-oriented skills, then immediately demonstrate them in combat
  • Record a 'before and after upgrade' clip showing how a new skill changes combat behavior
  • Travel from a quest giver to the quest objective and back
  • Record a clean navigation clip that demonstrates readable pathing without HUD reliance