The core verb in Asteroid Collector is movement. The player’s goal is to collect asteroids and movement is required to do so. As movement is not instant in the game and is rather magnetic towards cursor position, timing is needed in order to cross paths with asteroids. The asteroids move in various paths as the player moves and when the player successfully moves into an asteroid, it is collected with the UI at the top of the screen showing how much time has elapsed as well as how many remaining asteroids are to be collected. The player uses this info in order to decide which of the next asteroids they want to go for. The asteroids have set paths of motion that are overwhelming for the player to look at all at the same time. However, focusing on one specific asteroid, it is easy to calculate its path and move to collect it. The game also has a timer that is constantly going up, so while it is technically possible to slowly go to the center of each asteroid’s path and wait to collect them, the player is incentivized to speed up and find optimal lines to travel on. The “danger” in the game does not result in failure, but rather loss in time which can be seen as the measure of scoring in this game. While many speedruns of common games can have set paths and inputs to memorize, it is much harder to do so in Asteroid Collector due to the timings of various asteroids moving.