← All mechanic references

Structure

1Structure of the world and routesOverview and example ↗Area connections, forks and shortcuts form the space for returning and choosing a route.10

Variants and applications

  • Connected world. Rule: Areas are connected by transitions, and reached places retain spatial connections.
  • Branched passage. Rule: The player chooses between several available directions and goals.
  • Hub and branches. Rule: The central area links exploration routes and return points.
  • Loops and cuts. Rule: A later opened passage shortens a previously long path.
  • Vertical connections. Rule: Mines, wells and multi-story rooms connect different levels of the world.
  • One-way transitions. Rule: Falling or slamming a door temporarily changes the available paths.
  • Returning with a new ability. Rule: A familiar area offers new passages and tasks after strengthening the hero.
  • Several paths to the goal. Rule: Different abilities, risks or sequences of actions lead to one area.
  • Changing the topology of the world. Rule: An event destroys, floods, or rearranges existing connections between areas.
  • Violation of the expected order, sequence breaking. Rule: Knowledge, skill, or a combination of abilities allows you to enter a later area earlier.

Access rules

2Access conditions and obstaclesOverview and example ↗Obstacles test the ability, condition, or knowledge required to access a new area.13

Variants and applications

  • Ability check, ability gate. Rule: An obstacle can only be overcome after receiving a certain action.
  • Checking range or altitude. Rule: The route requires the required jump, dash or flight distance.
  • Checking a weapon or element. Rule: The door and material react to a specific attack, damage type, or element.
  • Checking the size or shape. Rule: Only a small, flat, ghostly or otherwise suitable body is allowed through.
  • Environment protection check. Rule: A dangerous area can be safely passed after gaining stability.
  • Key, pass or password. Rule: The right of passage is determined by an object or a known combination.
  • Victory over the enemy. Rule: Access is granted after defeating a boss or clearing a given threat.
  • Story or world condition. Rule: The door depends on the task, the working device or the state of the world.
  • Skill check, skill gate. Rule: The hero's actions are sufficient, but the route requires mastered execution...
  • Knowledge check, knowledge gate. Rule: The player needs to understand an already existing rule, hidden application or pattern.
  • Soft restriction, soft gate. Rule: Damage, lack of resources or the strength of enemies make the path difficult, but do not completely prohibit it.
  • Composite condition. Rule: For one pass you need several abilities, items or conditions at the same time.
  • Alternative terms. Rule: One obstacle allows for several different ways to overcome...

Capabilities

3Ground movement and jumpingOverview and example ↗Running and jumping determine reachable platforms, height and range of movement.14

Variants and applications

  • Walking, running and acceleration control. Rule: Speed ​​and inertia determine distances, stops and accuracy of movement.
  • Squatting and crawling. Rule: Reducing your body height allows you to avoid threats and pass under obstacles.
  • Tackling and sliding. Rule: Fast movement with a low profile helps get through a narrow area or attack.
  • Variable height jump. Rule: The length of time you hold the button changes the height and duration of the jump.
  • Air control. Rule: The player adjusts the horizontal trajectory after taking off from the ground.
  • Double or multiple jump. Rule: Additional air pulses expand the reachable space.
  • High or charged jump. Rule: Preparation or strengthening gives greater vertical lift.
  • Dash on the ground and in the air. Rule: Short fast movement increases range and helps with evasion...
  • Dash in the chosen direction. Rule: The player sets the fast movement vector, including vertical and diagonal options.
  • Passing rush. Rule: A special variant of the dash allows you to cross certain barriers or enemy bodies.
  • Planning and slowing the fall. Rule: A wing, cape or other tool increases time in the air.
  • Free flight or hovering. Rule: The character maintains height or moves through the air with resource limitations.
  • Downward strike and accelerated fall. Rule: A sharp descent penetrates the surface, attacks the target or completes the air chain.
  • Restoring air operations. Rule: Touching a target or special object returns the jump or dash to land.
4Walls, ceilings and holdsOverview and example ↗Wall and ceiling surfaces become supports or routes when given the appropriate action.11

Variants and applications

  • Wall jump. Rule: Pushing off a vertical surface gives height and changes direction.
  • Sliding along the wall. Rule: Contact with the wall slows down the fall and allows you to choose the moment of the next action.
  • Climbing with hold. Rule: The character ascends the surface, sometimes expending stamina.
  • Wall running. Rule: Movement along a vertical surface requires speed and suitable geometry.
  • Catch on the edge. Rule: Holding on the edge and pulling up expands the available height of the platforms.
  • Ladders, vines and ropes. Rule: Special objects set a separate mode of vertical movement.
  • Moving along the ceiling. Rule: The hero clings to ceiling surfaces or special strips.
  • Magnetic adhesion. Rule: Suitable walls and ceilings hold the hero with a magnetic ability.
  • Hook pull. Rule: Shooting at the hook point quickly transports the character to it.
  • Swinging on a hook or rope. Rule: The length of the connection and the accumulated impulse determine the flight trajectory.
  • Attracting the target towards you. Rule: The grappling hook moves an object, platform, or enemy instead of moving the hero.
5Momentum and using the environment to moveOverview and example ↗The accumulated momentum and the properties of the environment are used to achieve new positions.10

Variants and applications

  • High-speed acceleration. Rule: A sufficient run-up allows you to break through obstacles or cross dangerous areas.
  • Accumulation and release of impulse. Rule: The hero maintains acceleration and later turns it into directed flight...
  • Jump on a blast wave. Rule: A bomb explosion knocks up the hero and serves as a means of movement.
  • Pushing down with a kick, pogo. Rule: Hitting a suitable enemy or surface will knock up the hero.
  • Pushing away from the target, bash. Rule: The hero uses an object or projectile as support for a directed throw.
  • Weapon recoil. Rule: A shot or blow changes the speed and position of the character himself.
  • Springs and starting devices. Rule: An environmental object sends the hero along a given or selectable trajectory.
  • Air and water flows. Rule: The flow carries the hero or supports him in the air or water.
  • Conveyors, rails and cables. Rule: The surface or guide changes the speed and allowable direction of movement.
  • Riding a creature or object. Rule: The moving entity serves as a vehicle, platform, or carrier.
6Forms, bodies and companionsOverview and example ↗Changing the shape, body or controlled satellite gives different sizes, properties and methods of interaction.11

Variants and applications

  • Compact shape, Morph Ball. Rule: Changing shape reduces the body and opens narrow tunnels.
  • Shapes of animals and creatures. Rule: Different bodies provide their own sets of moves, attacks and interactions.
  • Flight form. Rule: Transformation changes the method of air movement and the allowed passages.
  • Fluid, misty or ethereal form. Rule: A special condition allows you to pass through certain gratings and materials.
  • Resizing. Rule: Reducing or increasing changes the availability of passages, mass and interactions.
  • Detachable body part. Rule: The head, hand or other part independently reaches the inaccessible mechanism.
  • Remote drone. Rule: An auxiliary controlled body explores places inaccessible to the main character.
  • Possession or takeover of a body. Rule: The player temporarily controls another creature and uses its properties.
  • Switching characters. Rule: Several heroes have different means of exploring the same world.
  • Commanded satellite. Rule: An ally performs individual actions, holds the mechanism or helps pass the area.
  • Copying enemy abilities. Rule: The behavior of a defeated or captured enemy becomes the hero's action.
7Water and hazardous environmentOverview and example ↗Water and other media change movement, protection requirements, and residence time limits.10

Variants and applications

  • Swimming and diving. Rule: The character moves in liquid according to special movement rules.
  • Air supply. Rule: The length of stay under water limits the route and the search for safe points.
  • Underwater breathing. Rule: Upgrade removes air restriction and expands depth exploration.
  • Underwater dash. Rule: Acceleration helps overcome currents, distances and special obstacles.
  • Buoyancy control. Rule: The hero dives, surfaces, or maintains depth using a special ability.
  • Protection from heat and cold. Rule: Equipment or ability allows you to pass through temperature-hazardous areas.
  • Protection from poison, acid and infection. Rule: Sustainability removes or reduces harm to a certain environment.
  • Traveling on dangerous surfaces. Rule: The ability allows you to step on spikes, liquid or other special material.
  • Overcoming sand and soil. Rule: Digging or swimming through the material opens up additional routes.
  • Light as a condition for survival. Rule: Lighting protects against environments or creatures that are dangerous in the dark.
8Impact on the environmentOverview and example ↗The player modifies objects and environments to reveal a route or new state of an area.13

Variants and applications

  • Destruction of walls and floors. Rule: A suitable attack removes material and opens a passage.
  • Digging and laying tunnels. Rule: The player himself forms a path through destructible soil.
  • Moving blocks. Rule: Objects are pushed, pulled or placed in the right places.
  • Lifting, carrying and throwing. Rule: The hero delivers the object to the mechanism or uses it as a tool...
  • Levers, buttons and pressure plates. Rule: A local action changes the state of a door or device.
  • Remote activation. Rule: A shot, hook or returning object affects the mechanism from afar.
  • Electricity and circuits. Rule: Connecting a source to a sink starts the devices.
  • Fire, ice and phase states. Rule: Heating, burning and freezing change the properties of objects.
  • Liquid level. Rule: Draining, filling and flooding change the accessibility of paths and devices.
  • Growing and restoration. Rule: Plants or restored structures create platforms and passages.
  • Creating a temporary support. Rule: The ability creates a time-limited platform or other object.
  • Hacking devices and machines. Rule: Changing the mode of a device or robot opens a path or changes the threat.
  • Properties of materials. Rule: Weight, elasticity, conductivity or fragility determine the outcome of the interaction.
9Space, time and layers of the worldOverview and example ↗Switching layers, space and time changes the connections of the world and the solutions available.13

Variants and applications

  • Short teleportation. Rule: Instant carry overcomes a gap or a given type of obstacle.
  • Return label. Rule: The hero leaves a position and later instantly returns to it.
  • Swap places. Rule: The character changes position with an object, projectile or double.
  • Related portals. Rule: Two points in space are connected for the hero, objects or attacks.
  • Transition between layers of the world. Rule: One area has different geometry and properties in different realities.
  • Materialization of objects. Rule: Switching the state makes the platform or obstacle solid or permeable.
  • Inversion or reversal of gravity. Rule: The direction of fall and the set of available surfaces change.
  • Rotate the room. Rule: Changing the orientation of an entire space creates new paths...
  • Slowing down or stopping time. Rule: The speed of environmental processes changes relative to the player's actions.
  • Rewind state. Rule: The game returns the previous position of the hero or the state of objects.
  • Action recording and time double. Rule: Repeating a recorded sequence allows you to combine actions in different places.
  • Changing the past and future. Rule: An action in one temporary version of a place changes another version.
  • The cyclical state of the world. Rule: Changing days, tides, or other periodic conditions change routes and interactions.

Systems

10Perception Tools and PuzzlesOverview and example ↗Observation tools reveal hidden properties and allow you to check puzzle solutions.12

Variants and applications

  • Scanning the hidden. Rule: A device or ability detects destructible surfaces, tracks, and objects.
  • Special vision. Rule: Perceptual mode reveals a layer of information that is inaccessible to ordinary eyes.
  • Sound signal and echolocation. Rule: Sound detects objects or causes a reaction from the environment.
  • Observing the behavior of creatures. Rule: The player derives rules and uses predictable reactions as a tool.
  • Luring and repelling. Rule: Food, sound or object changes the position and behavior of a creature.
  • Redirection of light and rays. Rule: Mirrors and other devices conduct the signal to the desired target.
  • Symbols, codes and melodies. Rule: Access requires recognizing and reproducing a conditional sequence.
  • Switching order. Rule: The desired result depends on the activation sequence of the devices.
  • Synchronous activation. Rule: Several conditions must remain true at the same time.
  • A portable item with multiple uses. Rule: One tool solves the problems of movement, combat and interaction in different ways...
  • Exchange of properties between objects. Rule: The reactions of objects form a chain of transformations to solve the problem.
  • Spatial connection puzzle. Rule: The solution requires understanding the relative positions of rooms, transitions or layers.
11Health, energy and the price of actionOverview and example ↗Health and energy reserves limit the available actions and duration of exploration.11

Variants and applications

  • Health and treatment. Rule: Damage brings defeat closer, and recovery requires a resource, time or position.
  • Shared resource for healing and attacking. Rule: Survival costs reduce the availability of offensive abilities.
  • Restoring resources through combat. Rule: Hitting, killing, or taking risks will return energy and health.
  • Focusing treatment. Rule: Recovery requires immobility or a sufficiently long safe window.
  • Endurance. Rule: Attacks, defenses and movement compete for the restored reserve.
  • Limited charges and consumables. Rule: The number of uses is limited until replenishment or rest.
  • Overcharging and overheating. Rule: Repeated action is limited by time or accumulation of load.
  • Temporary enhancement. Rule: A limited duration effect changes the power, defense, or availability of actions.
  • Temporary and restored health. Rule: Part of the defense lasts until it is lost or allows return with a counter attack.
  • Trading health for strength. Rule: Action expends health or increases risk for benefit.
  • Risk until the next shelter. Rule: Limited supplies force the assessment of continued exploration and return...
12Permanent progression and character buildsOverview and example ↗Constant improvements and build choices change the hero's capabilities and the cost of compromises.13

Variants and applications

  • A new ability as an expansion of actions. Rule: Permanent upgrade adds an action that changes exploration and combat.
  • Strengthened version of the ability. Rule: Improvement changes the distance, number of uses or type of obstacle overcome.
  • Fragments of continuous improvement. Rule: Several finds are collected into an increase in health, energy or capacity.
  • Experience and levels. Rule: Repeated actions increase characteristics on a numerical scale.
  • Distribution of characteristics. Rule: The player allocates development points to the selected hero properties.
  • Skill tree. Rule: Sequence of purchases or finds unlocks related upgrades.
  • Weapons, armor and accessories. Rule: Equipment changes the characteristics and available techniques.
  • Amulets, runes and fragments. Rule: Interchangeable modifiers change ability rules and build behavior.
  • Limit slots or build costs. Rule: You cannot use all the advantages found at the same time.
  • Synergies and trade-offs. Rule: Combinations of improvements create a special effect or enhance a property at the cost of another.
  • Development from use. Rule: Frequent use of an action enhances that particular action or related skill.
  • Reconfiguration and development reset. Rule: The player changes the selected improvements with the given restrictions.
  • Temporary loss and return of abilities. Rule: A story or challenge temporarily reduces the range of actions and changes the available solutions.
13Saving, death and transportOverview and example ↗Checkpoints, death consequences, and transport determine the cost of returning and trying again.11

Variants and applications

  • Control points. Rule: After defeat, the hero returns to the last activated location.
  • Rest with restoration of peace. Rule: Replenishment of supplies is associated with the revival of ordinary threats...
  • Automatic or manual saving. Rule: The recording rule determines how much progress survives exit and defeat.
  • Penalty for death. Rule: Defeat takes away currency, resource or part of the current state.
  • Return of the lost. Rule: Going to the place of death allows you to return the abandoned resource.
  • Saved discoveries. Rule: Abilities, important items, or open cuts survive defeat.
  • Local release after trap. Rule: An error returns the hero to the nearest safe point with a given price.
  • Fast movement between nodes. Rule: Open stations connect distant areas without a complete retracement.
  • Return to the shelter. Rule: An item or ability transports the hero to a resting point.
  • Elevators, trains and transport lines. Rule: Regular world connections become available after launching or gaining clearance.
  • Own point of return. Rule: The player places a temporary or permanent point of convenient return...
14Economy, loot and craftingOverview and example ↗Mining, trading, and crafting link exploration to the development of resources and equipment.10

Variants and applications

  • Currency and trade. Rule: The found resource is exchanged for items, services and improvements.
  • Materials and manufacturing. Rule: Collected components turn into equipment and consumables.
  • Upgrading and transforming items. Rule: An existing thing receives new parameters or changes shape.
  • Random loot. Rule: Repeatable collisions drop items with some chance.
  • Fixed unique finds. Rule: A given location or test guarantees a specific item.
  • Collection and rewards for the set. Rule: A collected group of finds unlocks a separate reward.
  • Increased capacity. Rule: Development allows you to carry more ammunition, items or resources.
  • Exchange and recycling. Rule: Unnecessary items are turned into another useful resource.
  • Purchased or open service. Rule: Consumption of a resource creates a permanent opportunity for trade, transport or development.
  • Risk of currency accumulation. Rule: The potential loss of savings influences the decision to explore further or spend them.
15NPCs, quests and world stateOverview and example ↗Communication, quests, and world changes create access conditions and consequences for the player's actions.10

Variants and applications

  • Character rescue. Rule: Liberated residents give rewards, information or new services.
  • Side quests. Rule: An optional chain of actions creates an additional research goal.
  • NPC movement around the world. Rule: A character's position and availability changes as events unfold.
  • Shelter development. Rule: Found residents and resources expand the functions of the central settlement.
  • Repair and launch of infrastructure. Rule: A restored device opens up new routes and opportunities.
  • Choices with consequences. Rule: The decision changes relationships, the state of the area, or available tasks.
  • Reputation and group affiliation. Rule: The attitude of the characters affects the services and conditions of access.
  • Limited event. Rule: The encounter or opportunity depends on the current stage of the story.
  • Collection of evidence and journal. Rule: Records help restore the structure of the world and find further goals.
  • Ecological storytelling. Rule: The location of objects and the consequences of events convey information through research.

Fight

16MeleeOverview and example ↗Melee attacks use position, timing, and weapon properties to overcome threats.12

Variants and applications

  • Directed strike. Rule: The hero chooses the direction of attack, including up and down.
  • Light and heavy attacks. Rule: Various actions exchange execution speed for damage and defense penetration.
  • Charged Strike. Rule: Holding an attack strengthens it or unlocks a special effect.
  • Combination of blows. Rule: The sequence of actions creates a continuation of the attack with special properties.
  • Air battle. Rule: Attacks and maneuvers are performed while jumping and can keep the hero in the air.
  • Spin attack while moving. Rule: A jump or spin turns body contact with the target into a lethal effect.
  • Toss and aerial series. Rule: The hero lifts the enemy off the ground and continues attacks on him.
  • Dash kick. Rule: Moving and attacking are combined into one action.
  • Impact area and weapon range. Rule: The length and shape of the attack requires choosing a position relative to the target.
  • Destruction of protection. Rule: Special attack overcomes block, shield or armor.
  • Grabbing, throwing and finishing. Rule: The target's special condition allows it to perform a separate strong action.
  • Cancel the action and change the method. Rule: The player interrupts a valid portion of the attack with a defense, movement, or other strike.
17Ranged combat, magic and attack toolsOverview and example ↗Ranged attacks and magic provide ways to affect distant targets and elements of the world.13

Variants and applications

  • Directional shooting and aiming. Rule: The hero chooses a line of fire taking into account the movement and location of the target.
  • Target acquisition, lock-on. Rule: The selected enemy becomes a reference for aiming, camera or homing.
  • Charged shot. Rule: Preparation strengthens the projectile or changes its properties.
  • Missiles and limited ammunition. Rule: Strong attacks consume a separate finite resource.
  • Penetrating, reflective and homing projectiles. Rule: The shape of the trajectory allows you to hit different target locations.
  • A constant beam or stream. Rule: Damage is dealt while maintaining direction and spending a resource.
  • Bombs, mines and traps. Rule: The attack is placed in space in advance and triggers later.
  • Returning weapon. Rule: The boomerang or chakram acts on the forward and backward path.
  • Guided projectile. Rule: The player adjusts the trajectory after launch.
  • Elements and reactions. Rule: Damage type interacts with enemy resistances and environmental properties.
  • Cumulative states. Rule: Multiple impacts cause poisoning, freezing, stunning, or other effects.
  • Summoned entities. Rule: An ally, spirit or turret attacks according to separate rules.
  • Absorbing and returning an attack. Rule: The hero catches an enemy object and uses it again...
18Defense, Stealth and Threat ManagementOverview and example ↗Protection and stealth allow you to reduce threat, avoid detection and control collision.11

Variants and applications

  • Evasion with movement. Rule: A dash, roll or step takes the hero out of the affected area.
  • Temporary invulnerability. Rule: In a certain area of ​​​​action, an attack cannot damage the hero.
  • Blocking. Rule: Defense held absorbs or reduces incoming damage.
  • Parry and counterattack. Rule: An accurate defensive action interrupts an attack and creates the possibility of a response.
  • Reflecting projectiles. Rule: A defensive action changes the identity or direction of someone else's shot.
  • Protective barrier. Rule: A separate defense pool takes damage up to health.
  • Balance system. Rule: Impacts gradually break stability and create a stun window.
  • Crowd control. Rule: Knockback, hold and immobilize changes the location of threats.
  • Invisibility and camouflage. Rule: This ability reduces the chance of detection by certain observers.
  • Noise, visibility and stealth movement. Rule: The enemy's behavior depends on the hero's audibility and visibility.
  • Provocation and bait. Rule: The hero forces the threat to move or attack in a favorable direction.
19Enemies and combat encountersOverview and example ↗The composition and behavior of opponents determine the conditions of local combat missions.11

Variants and applications

  • Telegraphing the attack. Rule: The enemy's preparation tells the player the type and time of the future threat.
  • Windows of vulnerability. Rule: The target only takes damage or a special effect in a certain state.
  • Weak points and directional armor. Rule: The result of the attack depends on the point of impact and the direction of approach.
  • Resistances and immunities. Rule: The choice of weapon and effect changes depending on the properties of the enemy.
  • Managing distance and luring out. Rule: The player separates the enemy from the group or forces him to leave an advantageous position.
  • Combining the roles of opponents. Rule: Different threats create problems of priority of goals and distribution of attention.
  • Locked arena and waves. Rule: The exit is blocked until the collision sequence is completed.
  • Pursuer. Rule: A strong opponent forces you to avoid contact and look for a means of counteraction.
  • Surrounding dangers against enemies. Rule: Traps, falls and other objects become means of combat.
  • The enemy as a research tool. Rule: Freezing, controlling or provoking turns the enemy into a means of opening the way.
  • The revival of ordinary enemies. Rule: Visiting a room or resting restores threats and resources for repeated encounters.
20Bosses and Major ChallengesOverview and example ↗Major opponents and challenges test mastered actions and open up further access.10

Variants and applications

  • The boss is like a test of a mastered ability. Rule: The fight requires the use of a recently acquired action in new conditions.
  • Phase change. Rule: A player's health, event, or action changes the set of skirmish rules.
  • Destruction of body parts. Rule: Destroying individual parts changes the boss' attacks and vulnerabilities.
  • Variable arena. Rule: Platforms, safe zones and geometry change as the battle progresses.
  • Summon additional enemies. Rule: The boss creates threats between which attention must be divided...
  • Combat puzzle. Rule: Victory requires completing a chain of interactions, not just dealing damage.
  • Platforming during combat. Rule: Overcoming the movement area is necessary for survival or access to the goal.
  • Chase and escape. Rule: The objective is to reach a safe point with a moving threat.
  • Test of survival. Rule: The player sustains a sequence of attacks until a given end condition is reached.
  • A special way to win. Rule: The scenario allows for bypass, neutralization, or an alternative ending to the conflict.

Study

21Exploration and secretsOverview and example ↗Observation, experimentation, and returning to known locations reveal hidden areas and rewards.10

Variants and applications

  • Hidden passages. Rule: Geometry or camouflage hides the route from normal inspection.
  • Non-destructive revelation of illusion. Rule: Approaching, touching or special mode reveals a false wall.
  • Visual and audio cues. Rule: An unusual detail signals a possible secret or rule in effect.
  • An inaccessible reward in plain sight. Rule: The player sees the goal in advance and later returns with a suitable means...
  • Branch reward. Rule: An optional path gives an item, knowledge, resource or a new route.
  • A chain of interconnected secrets. Rule: One find tells you where and how to look for the next one.
  • Multi-stage mystery. Rule: The solution requires collecting information from several areas and systems.
  • Challenge for improvement. Rule: The permanent reward is hidden behind a separate movement, combat or observation task.
  • Knowledge of new uses for old tools. Rule: Understanding expands the capabilities of an existing set of actions.
  • Reward for returning after the event. Rule: The state of a familiar place changes and reveals a new research result.
22Map and orientationOverview and example ↗The map and landmarks help you remember the connections between areas and find unfinished tasks.11

Variants and applications

  • Opening the map when exploring. Rule: Visited areas gradually fill the world map.
  • Buy or search for a map of the area. Rule: Access to the general scheme is separated from direct research.
  • Conditions for displaying a position. Rule: A compass or other instrument determines the visibility of the hero on the map.
  • Updating the map at the rest point. Rule: The diagram of the visited space is saved or supplemented at a given location.
  • Custom labels. Rule: The player marks secrets, goals and passages not yet accessible.
  • A snapshot of a place on a map. Rule: The image of an obstacle helps to remember the task when returning...
  • Designation of types of obstacles. Rule: The card links the passage to the desired ability or interaction.
  • Showing exits that have not yet been explored. Rule: A separate designation helps to find available areas of research.
  • Percentage of research and items found. Rule: Summary shows the remaining search volume by area.
  • Hint for next direction. Rule: A character, interface, or device directs the player to a possible goal.
  • Spatial landmarks. Rule: Memorized objects and sound cues help to recognize a place without a map.

Modes

23Additional challenges and completionOverview and example ↗Optional objectives and additional modes test skill and provide different ways to complete.10

Variants and applications

  • Time trial. Rule: The section must be completed in a limited time.
  • Race with a ghost. Rule: A record of the previous passage provides a guide to speed and trajectory.
  • Challenging obstacle course. Rule: The additional route tests accuracy and combination of abilities.
  • Re-fight and a stronger version of the boss. Rule: A familiar encounter gets a new set of restrictions or attacks.
  • A series of bosses, boss rush. Rule: Several major fights take place in a row with given recovery rules.
  • Combat tests with restrictions. Rule: The composition of weapons, resources or permissible actions sets a separate task.
  • Conditions for alternative endings. Rule: A set of discoveries, decisions and victories changes the final result...
  • Post-story areas and secrets. Rule: Major completion unlocks additional research.
  • New Game Plus. Rule: A new playthrough retains part of the development and changes the availability of tests.
  • Final death mode. Rule: Defeat ends the current run or causes a permanent loss.

Hybrids

24Hybrid and experimental systemsOverview and example ↗Systems in other genres change the structure of exploration and the nature of obstacles.10

Variants and applications

  • Pinball movement. Rule: Flippers, bounces and momentum replace or complement regular platforming.
  • Turn-based combat and squad. Rule: Exploration of a coherent world is combined with individual tactical battles.
  • Collecting creatures. Rule: New allies provide combat options and exploration actions.
  • Cards and deck building. Rule: Available actions and boosts depend on the selected card set.
  • Procedural world building. Rule: Transitions and content are rearranged according to generation rules.
  • run reset and metaprogression. Rule: Part of the world and the hero is updated, and individual discoveries are saved between attempts.
  • Cooperative interactions. Rule: Multiple players share abilities and activate devices.
  • First person view and spatial scanning. Rule: Exploration and combat work in volumetric space with a different perception of distances.
  • Rhythm is the rule of action. Rule: The accuracy of hitting a musical beat determines the strength or availability of actions.
  • Rearrangement of rewards, randomizer. Rule: The location of key items changes while maintaining the rules of patency.

Support

25Controls, onboarding and accessibilityOverview and example ↗Control settings, training, and alternatives help you learn the required actions and work within their limitations.10

Variants and applications

  • Time reserve after the edge, coyote time. Rule: The jump is accepted a short time after leaving the platform.
  • Input buffer. Rule: Pressing before the permissible moment is performed when the opportunity arises.
  • Correction of grips and landing. Rule: A little help makes it easier to get into the expected safe position.
  • A clear demonstration of ability. Rule: A safe situation allows you to understand the action before a complex application.
  • A gradual combination of actions. Rule: Tests introduce a new element and then combine it with those already mastered.
  • Practice and repeat the test. Rule: A player can practice a technique without a long return to the place of error.
  • Reassignment and pressing modes. Rule: Control adapts through changing buttons, holding and switching.
  • Adjustment of reaction speed and windows. Rule: The player can change the tempo or the required precision of individual actions.
  • Adjusting damage and cost of error. Rule: The available settings change the difficulty without necessarily changing the route.
  • Duplication of important signals. Rule: Sound, color, shape and text convey meaningful information in several ways.

How to use the catalog

Separate player action, signal recognition, game rule, and feedback. The related variants here preserve the context of application and are not necessarily independent physical primitives.

When prototyping, test one rule and failure conditions first. The presence of an API, sensor, or source does not prove that all scenarios work. For devices, test feature availability, calibration, and alternate input on the actual target hardware.

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

  • Metroid Dread: Gameplay

    Nintendo describes Morph Ball, Bomb, Spider Magnet, Speed ​​Booster, Shinespark, Phantom Cloak, Flash Shift and Pulse Radar.

  • Hollow Knight

    Team Cherry features a connected world, exploration, new abilities, and additional challenges.

  • Ori and the Will of the Wisps: Available Now

    Xbox and Moon Studios content describes new weapons, skills, and ability customization through shards.

  • Prince of Persia: The Lost Crown

    Ubisoft describes combat, platforming, resting with enemy respawns, amulets, map shots, and vehicles.

  • ANIMAL WELL

    The official page describes a coherent maze, multiple layers of secrets, and items with multiple uses.

  • Axiom Verge 2

    The developer's description confirms car hacking, a remote drone, and the connected parallel reality of Breach.

  • Toki Tori 2+

    Two Tribes' description associates progression with observing, experimenting, and controlling creatures through whistling and stomping.

  • Monster Boy and the Cursed Kingdom

    The developer and publisher's description confirms forms with different combat and platforming abilities.

  • Yoku's Island Express

    The publisher describes the combination of pinball movement with open world exploration.

  • Monster Sanctuary

    The description of the game confirms the combination of metroidvania with collecting and developing creatures.

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