Roguelikes and roguelites
A wide author's map of classic turn-based roguelikes, modern roguelites and hybrids. Families describe options for organizing a run, and not mandatory features of the genre. Constant metaprogression is not found in all roguelikes. Related systems can be combined; the list is not a closed standard.
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Mechanics catalog
1Run structureOverview and example ↗The rules define the boundaries of the attempt, the sequence of tests and the conditions for its completion.13
Variants and applications
- Individual attempts: the passage is organized into independent runs
- Reset state: character, equipment or world returns to starting conditions
- Sequence of floors, rooms, waves or acts
- Forks in the passage: the player chooses the next section
- Midterm Tests: Elites, Mini-Bosses, Act Bosses
- Final Challenge: Completes a normal run
- Alternative Victory Conditions: Different Goals for the Same Playthrough
- Secret continuation: additional stages after the normal ending
- Returning with loot: it is necessary not only to get the goal, but also to get out
- Early exit: completing an attempt while saving part of the result
- Looping: replaying stages with increasing conditions
- Infinite continuation: game until inevitable defeat
- Multiple expeditions within one campaign
2Death, defeat and aftermathOverview and example ↗Failure determines what is lost, what is retained, and what new conditions the next attempt will gain.14
Variants and applications
- Permadeath: final character demise
- Complete loss of run build
- Partial loss: only part of the items, money or experience disappears
- Limited Lives
- One-time death prevention
- Resurrection per resource or penalty
- Near-death state: the opportunity to escape before final death
- Falling with the opportunity to rise: independently or with the help of an ally
- Returning to the place of death for a lost resource
- Saving pre-sent loot
- Inheritance of property or features to the next hero
- Continuing the campaign after the death of an individual squad member
- Change of the world due to defeat
- Encountering the remains or ghost of a previous character
3Starting conditionsOverview and example ↗The starting hero, equipment and choice before the start set the initial possibilities of the run.13
Variants and applications
- Class selection: different starting actions and restrictions
- Choice of species, race or origin
- Character selection with unique mechanics
- Choosing a starting weapon
- Selecting a starting deck, unit, ship, or other build media
- Selecting a starting relic or passive effect
- Distribution of initial characteristics
- Random starting items
- Random positive and negative traits
- Starting bonus in exchange for disadvantage
- Preparing consumables before the expedition
- Buying Starter Benefits on a Limited Budget
- Pre-configuring the available reward pool
4Procedural generationOverview and example ↗Algorithms create areas, encounters, and rewards while maintaining specified limits and variability.15
Variants and applications
- Generating Level Geometry
- Assembling levels from pre-created modules
- Random connection of rooms and passages
- Generating a route map
- Rearranging biomes or stage options
- Random placement of enemies
- Random composition of enemy groups
- Random placement of items and resources
- Generating characteristics and properties of items
- Random shops, altars and service rooms
- Random events and their sequences
- Selecting bosses from the general pool
- Modifiers for individual rooms, floors or the entire run
- Procedural tasks and reward conditions
- Combination of permanent landmarks with variable areas
5Route and access to areasOverview and example ↗The player chooses a direction and fulfills the conditions for access to the following areas of the world.14
Variants and applications
- Choosing a safe or dangerous path
- Selecting the next reward via route
- Planning a chain of future visits
- Unidirectional transitions: impossible to return
- Free return to previous floors
- Shortcuts and detours
- Unlockable Transitions
- Doors and areas that require a key
- Passages requiring ability or tool
- Entrance for a fee with health, money or item
- Mutually exclusive paths
- Optional Hazardous Areas
- Secret floors and alternate biomes
- Conditions for access to the special ending
6Exploration and informationOverview and example ↗Surveying the world reveals information, and limited visibility and uncertainty influence decisions.15
Variants and applications
- Fog of War: Unexplored Areas Hidden
- Limited viewing range
- Line of sight: obstacles block objects
- Lighting and light sources
- Finding hidden doors and traps
- Hidden rooms and destructible passages
- Scouting the next room or section of the route
- Detection of opponents by sound and other traces
- Cards revealing part of the level
- Magically detect creatures, objects, or dangers
- Hidden characteristics of opponents
- Studying enemies through inspection or interaction
- Pre-demonstrated enemy intentions
- Incomplete information about the consequences of a choice
- Player knowledge that retains value between attempts
7Time and turn orderOverview and example ↗The order of turns, duration of actions, and continuous time determine when you can influence the world.14
Variants and applications
- Turn-based movement: the world responds to the player's actions
- Different costs of actions over time
- Initiative and turn order
- Speed that allows you to act more often than the enemy
- Action points per turn
- General player phase and separate enemy phase
- Simultaneous execution of pre-selected actions
- Real time combat
- Tactical pause for giving orders
- Actions in a given rhythm
- Recharging abilities by time or number of moves
- Arrested and Prepared Actions
- Waiting as a complete action
- Limited rollback or time rewind
8Pressure and pacingOverview and example ↗Timers, stalking, and increasing threat create pressure and affect the pace of decision making.11
Variants and applications
- Total time limit for the run
- Limit of moves per stage or task
- Increasing difficulty over time
- Increased danger when staying in place for a long time
- A pursuing enemy or moving threat
- Narrowing the safe area
- Depletion of resources, forcing you to move on
- Reinforcements for delay
- Fast Completion Rewards
- Choosing between additional loot collection and early transition
- Increasing threat from player actions
9Movement and spatial restrictionsOverview and example ↗The modes of movement and the geometry of space determine the achievable positions and the cost of movement.16
Variants and applications
- Movement across cells
- Free movement
- Different rules for diagonal movement
- Occupying cells and blocking passages with creatures
- Jerk
- Roll
- Jump and double jump
- Flight, levitation and hovering
- Teleportation
- Hook and surface pull
- Climbing and moving along walls
- Swimming and diving
- Traveling by vehicle or on horseback
- Inertia and slip
- Move through enemies or obstacles
- Changing the speed and cost of movement on different surfaces
10MeleeOverview and example ↗Melee attacks require choosing a position, moment and method of influencing the enemy.15
Variants and applications
- Attack when moving into an enemy-occupied cell
- Light and heavy attacks
- Charged Strikes
- Streaks and combos
- Different stances and battle modes
- Attacks by direction or sector
- Hit multiple targets
- Increased weapon range
- Backstabs and positional bonuses
- Counterattacks
- Attacks after dodging, jumping or dashing
- Interrupting the preparation of someone else's attack
- Finishings when the condition is met
- Two-weapon combat
- Switching weapons as part of a combat sequence
11Ranged combat and projectilesOverview and example ↗Ranged attacks link aiming, projectile properties, and ammo consumption to available targets.20
Variants and applications
- Manual aiming
- Automatic target selection
- Shooting in the selected direction
- Shooting only when stopped
- Limited Ammo
- Weapon magazine and reloading
- Weapon overheating
- Loading a shot
- Spread and recoil
- Homing
- Penetration of targets
- Ricochet from walls and opponents
- Projectile separation
- Returning projectiles
- Orbital missiles and defense satellites
- Beam weapon
- Area attacks and explosions
- Projectile control after firing
- Reflecting or destroying enemy projectiles
- Changing projectile properties using modifiers
12Defense and damage preventionOverview and example ↗The player reduces threat through dodging, blocking, positioning, and temporary defensive states.16
Variants and applications
- Damage Reducing Armor
- Armor affecting hit probability
- Blocking attacks
- Directional Shield
- Parry with precise timing
- Probabilistic Evasion
- Motion invulnerability frames
- Brief invulnerability after taking damage
- Barrier or separate shield reserve
- Absorb one hit
- Resistances to certain types of damage
- Immunity to certain effects
- Redirect damage to an ally or resource
- Reflect damage to attacker
- Covers and breaking the attack line
- Limit the maximum damage from one hit
13Damage, status effects and controlOverview and example ↗Damage and condition rules change health, action capabilities, and control over the target.20
Variants and applications
- Different types of damage: physical, fire, electrical and others
- Vulnerabilities to certain types of attacks
- Critical hits
- Damage over time: poison, burning, bleeding
- Effect builds up until triggered
- Summing and updating state durations
- Slowdown
- Stun
- Freezing
- Immobilization
- Throwing and pulling
- Fear and forced flight
- Provocation and change of target
- Charm and passing to the other side
- Silence and ability ban
- Blinding and limitation of perception
- Confusion of control or direction of action
- Reduced performance and destruction of protection
- Tags that enhance follow-up
- Interaction of states with each other
14Enemies and bossesOverview and example ↗The behavior of enemies and the design of encounters define the threats that the player must respond to.18
Variants and applications
- Patrolling and player detection
- Different enemy roles: melee, marksman, support
- Coordination and mutual reinforcement of the group
- Telegraphing attacks
- Alternating predictable combat patterns
- Choosing attacks depending on the situation
- Elite versions of regular enemies
- Random enemy properties and affixes
- Summoning reinforcements
- Healing and reviving allies
- Adaptation to distance or player actions
- Multiple boss phases
- Destructible parts and individual targets on the boss's body
- Vulnerable windows between attacks
- Changing the arena during battle
- Task completion checks instead of just dealing damage
- Boss boost for violating conditions
- Secret and alternate versions of bosses
15Environment and system interactionsOverview and example ↗For example, in Noita, the physical simulation of materials and the interaction of fire, liquids, electricity and spells form a significant part of the gameplay. Description of the developers17
Variants and applications
- Destroyable walls and objects
- Moving objects and pushing blocks
- Traps that affect both the player and enemies
- Activation of traps by remote influence
- Fire and combustion spread
- Fluids, flooding and flow
- Gases, smoke and clouds
- Electrical conductivity of materials
- Freezing and melting
- Explosives and flammable substances
- Chemical reactions and transformation of materials
- Collapses and falling objects
- Fall and collision damage
- Contamination or alteration of the surface
- Using the environment to create new passages
- Friendly fire and mutual damage between opponents
- Chain reactions of several systems
16Stealth and non-combat actionsOverview and example ↗Stealth and interactions outside of combat allow you to circumvent threats or solve problems through other actions.14
Variants and applications
- Discreet movement
- Noise that attracts enemies
- Camouflage and invisibility
- Distracting the enemy with an object or sound
- Sleeping and bypassing enemies
- Stealing items
- Picking locks
- Hacking devices and systems
- Disarming traps
- Negotiations instead of fighting
- Bribery and trade exchange
- Persuasion, intimidation and deception
- Performance checks in events
- Using an object to solve a problem alternatively
17Character development within the runOverview and example ↗Decisions within an attempt develop the characteristics and set of available actions of the character.15
Variants and applications
- Experience for actions and victories
- Level Up
- Selecting one upgrade from several
- Attribute Points Distribution
- Learning Active Abilities
- Gaining Passive Skills
- Skill trees with prerequisites
- Mutually exclusive specializations
- Skill development through use
- Increased Weapon Proficiency
- Mutations and body changes
- Transformation into another form
- Absorbing Opponents' Abilities
- Redistribution of previously invested points
- Temporary improvements for several battles or floors
18Build construction and synergiesOverview and example ↗Combinations of enhancements and constraints create specialization, cross-reinforcement, and build trade-offs.20
Variants and applications
- Accumulating copies of one effect
- Item Set Bonuses
- Bonuses for belonging to the general category
- Evolution of weapons when conditions are met
- Combining multiple abilities into a new one
- Converting one damage type to another
- Converting a resource or characteristic to another
- Effects on hit
- Critical Hit Effects
- Effects on Kill
- Effects when taking damage
- Effects when healing, moving or spending a resource
- Effects at the start and end of a turn
- Low Health Boost
- Gain when constraint is satisfied
- Gaining power during a fight or run
- Copying and retriggering effects
- Transferring effect between targets
- Dependence of the result on the order of operation
- Combinations that change the basic rules of action
19Items, loot and equipmentOverview and example ↗Found items change the character's abilities through loot properties and equipment conditions.16
Variants and applications
- Random loot drops
- Selecting a reward from several options
- Items of different rarity levels
- Random item characteristics
- Prefixes, suffixes and additional properties
- Unique items with a special rule
- Activated Items
- Passive Relics
- Disposable consumables
- Items with limited charges
- Different equipment slots
- Competition of items for one slot
- Equipment compatibility restrictions
- Items that grow with the character
- Items with an advantage and a built-in disadvantage
- Items that change available rewards or encounters
20Identification, blessings and cursesOverview and example ↗Identification, blessings and curses are presented in detail in the classic NetHack tradition. Official Guide11
Variants and applications
- Unknown effect of found item
- New link between appearance and effects in each run
- Recognition through use
- Identification by special action or consumable
- Indirect determination of properties based on observable characteristics
- Partial recognition of individual characteristics
- Hidden negative properties
- Blessed, Normal, and Cursed state of an item
- Inability to remove cursed equipment
- Removing curses and consecrating objects
- Changing the action of an item depending on its state
21Inventory and carrying capacityOverview and example ↗The limitations of carrying and organizing things force you to choose what to keep, use, or leave behind.13
Variants and applications
- Item limit
- Total weight limit
- Fines for overload
- Objects of different sizes and shapes
- Placing items on the inventory grid
- Rotating and stacking objects
- Bonuses for the proximity of objects
- Effects of the order or state of things
- Containers with special storage rules
- Limited fast slots
- Separate restrictions on consumables and equipment
- Caches for delayed use
- Throwing away or destroying items to free up space
22Creating and Modifying ItemsOverview and example ↗Materials and creation operations change objects, their properties and available uses.15
Variants and applications
- Crafting according to recipes
- Experimental mixing of ingredients
- Parsing items for materials
- Melting and processing
- Item Level Up
- Transfer of individual characteristics
- Adding and Removing Properties
- Inserting stones, runes and modules
- Combining identical items
- Merging different items
- Enchantment
- Repair and restoration of strength
- Recharging Magic Devices
- Limited outfit change points
- Risk of failure, destruction or deterioration when improving
23Constructing abilities and magicOverview and example ↗Components, forms and combination rules allow you to assemble your own abilities and spells.12
Variants and applications
- Assembling a spell from individual components
- Select delivery form: beam, projectile, area, contact
- Adding Modifiers to a Spell
- Setting the execution order of components
- A spell that triggers another spell
- Triggered by timer, target hit or death
- Magic Media Capacity Limit
- Balance of cost, speed and power
- Consumable and infinite spells
- Unstable magic and random side effects
- The danger of the player's own spells
- Programmable action sequences
24Resources and survivalOverview and example ↗Supplies, hunger, and other needs tie survival to route choice and resource expenditure.17
Variants and applications
- Health as a limited run resource
- Mana or ability energy
- Stamina for attacks and movement
- Hunger and nutrition
- Thirst
- Oxygen
- Fuel
- Light reserve
- Body temperature and environmental influences
- Fatigue and sleep
- Stress and sanity
- Radiation, contamination or damage
- Illnesses and long-term injuries
- Weapon and armor wear
- Deterioration of food and materials over time
- Resource consumption for transitions between areas
- Competition between different activities for one resource
25Healing and recoveryOverview and example ↗Restoration has conditions, costs and limitations that affect further risk.15
Variants and applications
- Consumable healing items
- Limited supply of healing charges
- Replenishment of treatment at special points
- Passive regeneration
- Recovery only outside of combat
- Heal for damage done
- Treatment for murders
- Recovering recently lost health through aggression
- Temporary health
- Maximum Health Increase
- Rest with time and supplies
- Choosing between treatment and improvement at rest
- Treatment at the expense of another resource or characteristic
- Recovery with the risk of a chance encounter
- Clearing negative states separately from treatment
26Economy and shopsOverview and example ↗Exchange, traders and prices allow you to turn resources into opportunities and choose the moment of purchase.18
Variants and applications
- Currency valid only within the run
- Several currencies with different purposes
- Buying and selling items
- Random assortment
- Paid assortment update
- Increasing cost of successive upgrades
- Fixing the item for the next visit
- Limited stock of goods
- Discounts and price changes
- Exchange item for item
- Interest on accumulated money
- Income for fulfilled conditions
- Credit, debt and obligatory payments
- Gambling machines and bets
- Purchasing services: treatment, identification, improvement
- Theft from a merchant with consequences
- Destruction of a store or conflict with its owner
- Money as a source of combat enhancement
27Risk and rewardOverview and example ↗An additional benefit is offered with the threat of loss, complication, or denial of another benefit.15
Variants and applications
- Extra challenge for extra reward
- Continuing after a safe exit point
- Payment for health benefits
- Paying for benefits with maximum health
- Getting cursed for a powerful item
- Temporary penalty for future gain
- Reward for fighting without taking damage
- Action Restriction Reward
- Contract to fulfill the condition in the following rooms
- Random event with multiple outcomes
- Choosing a guaranteed or probabilistic reward
- Accumulation of risk when reusing an object
- Sacrifice an Item, Ally, or Ability
- Trading immediate power for long-term gain
- Refusal of reward to change future conditions
28Randomness controlOverview and example ↗The player is given ways to change the distribution of outcomes, offers, and the degree of uncertainty.12
Variants and applications
- Transfer of proposed improvements
- Changing reward type
- Excluding items from future offers
- Increasing the likelihood of the desired category
- Guaranteed reward after fulfilling the condition
- Choose between several random results
- Preview your results before spending
- Changing Luck and Probabilities
- Cumulative guarantee after a series of failures
- Trading quantity of options for quality
- Limited Supply of Randomness Control Tokens
- Fixing part of a sentence and updating the rest
29Companions, summoning and squadOverview and example ↗Allies and summoned creatures add managed or stand-alone roles with their own resources.17
Variants and applications
- Constant companion
- Temporary Summoned Creatures
- Taming enemies
- Recruiting Squad Members
- Different roles and specializations of allies
- Equipment and development of each participant
- Formation and order of arrangement
- Direct commands or customization of behavior
- Switch controllable character
- General and individual resources
- Bonuses for squad composition
- Relationships, conflicts and compatibility of participants
- Morale and likelihood of fleeing
- Injuries, fatigue and the need for rotation
- Replacing the dead with new heroes
- Limit on the number of active calls
- Strengthening summoned creatures through a character build
30Religion, factions and reputationOverview and example ↗Relationships with gods and organizations link the hero's behavior to access, obligations, and rewards.12
Variants and applications
- Choosing a Patron or Faction
- Favor Accumulation
- Rewards for Preferred Actions
- Prohibitions and obligations
- Prayer as limited help
- Sacrifices
- Receiving gifts and special abilities
- Punishment for breaking the rules
- Change of patron with consequences
- Reputation that changes the attitude of creatures
- Access to special stores and routes through relationships
- Conflict of interests of several factions
31Metaprogression between runsOverview and example ↗Progress between attempts changes future possibilities; its presence and extent depend on the chosen roguelike model.16
Variants and applications
- Constantly improving performance
- Permanent upgrade tree
- Unlocking new characters
- Unlocking Weapons and Starter Kits
- Unlocking new items in the loot pool
- Discovering new abilities and development options
- Unlocking biomes, events and bosses
- Development of the central base
- The emergence of new services between runs
- Constant currency
- Upgrading individual weapons through mastery
- The following characters' inheritance bonuses
- Saving some characters or property
- Collections that provide in-game advantages
- Ability to disable previously opened content
- Prestige or resetting constant progress for new conditions
32Narrative and persistent worldOverview and example ↗Events in the run change history and the ongoing state of the world, or reveal new parts of the narrative.12
Variants and applications
- Plot development after each attempt
- New dialogues depending on the events of the run
- Relationships with characters between attempts
- Gifts and personal errands
- Quests that continue across multiple runs
- Carrying the Consequences of a Choice into Future Attempts
- Gradual change in central location
- Rebuilding the world piece by piece
- Gaining new opportunities through story decisions
- Multiple endings based on a combination of actions
- Mandatory re-wins to continue the story
- Keeping individual changes while updating the rest of the world
33Card roguelikesOverview and example ↗Selecting cards, building synergies, relics, and choosing a risky or safe route are directly included in the Slay the Spire device. Description of Mega Crit18
Variants and applications
- Building a deck during a run
- Drawing a random hand
- Energy for playing cards
- Reset and reshuffle the deck
- Removing weak or unwanted cards
- Map improvement
- Copying and converting maps
- Creating temporary maps in battle
- Keeping a card in your hand between turns
- Removing a card until the end of the battle after use
- Condition and curse cards littering the deck
- Conditional cost and conditional card effect
- Combinations in order of play
- Deck Top Manipulation
- View and select future selection
- Changing hand size
- Dependence of strength on the size and composition of the deck
- Deck Interaction with Constant Passive Effects
34Dice, combinations and scoringOverview and example ↗The combination of poker hands, wild card rule changes and strong interactions is at the heart of Balatro. Official description16
Variants and applications
- Dice rolls with different actions on the sides
- Limited transfers
- Capturing selected results
- Modifying and replacing faces
- Distribution of results between actions
- Collecting poker and other combinations
- Limited number of scoring attempts
- Discarding part of your hand for a new combination
- Base points and multipliers
- Dependence of the result on the order of application of bonuses
- Re-scoring of a combination element
- Modifiers for individual cards, symbols or dice
- Changing the rules for valid combinations
- Point threshold for passing the stage
- Special boss restriction on the way to score points
- Skip a stage for a separate reward
35Auto-battlers and wave survival gamesOverview and example ↗Automatic actions and sequential waves shift the player's choice towards movement, preparation and development of the build.14
Variants and applications
- Automatic execution of attacks
- Indirect combat control through movement
- Periodic appearance of waves of enemies
- Increase in wave density and strength
- Collecting dropped experience on the field
- Leveling up and stopping combat to select an upgrade
- Multiple simultaneous weapons
- Weapon evolution through a combination of upgrades
- Automatically apply a prepared build
- Arrangement of fighters before automatic battle
- Buying, selling and uniting fighters
- Bonuses for the number of fighters of the same category
- Prioritize goals or behaviors
- Solutions between waves on a limited budget
36Managing a ship, base or settlementOverview and example ↗In FTL, control of the crew, power supply, weapon targets and boarding is coupled with pause, random events and permanent defeat. Description of Subset Games15
Variants and applications
- Common build media: ship, train, fortress, settlement
- Installation of modules and systems
- Limited space for placement
- Distribution of energy between systems
- Assigning crew to work stations
- Damage to individual rooms and modules
- Accidents, fires and depressurization
- Repairs during battle
- Boarding and protection against invasion
- Production chains
- Random blueprints and building options
- Meeting the needs of the population
- Fulfilling orders for development and victory
- Depletion of territory and the need to complete the expedition
- Maintaining strategic development between individual settlements or campaigns
37Other genre hybridsOverview and example ↗Systems in other genres change the shape of the run and the decision criteria, while maintaining a repeatable structure of attempts.14
Variants and applications
- Platform Challenges: Jumping Accuracy Within Variable Levels
- Metroidvania: Abilities open previously inaccessible areas
- Rhythmic actions: success depends on getting to the beat
- Pinball: Controlling the trajectory of the ball instead of attacking directly
- Aiming and bouncing physical objects
- Matching: collecting combinations on the playing field triggers actions
- Placement of tiles: the player himself creates the route or environment
- Rebuilding the rules of the field: changing cells and their interactions
- Building towers and defense lines
- Protection of a moving or stationary target
- Selecting and programming the behavior of automated agents
- Controlling vehicles with inertia and damaged parts
- Breeding and combining creatures during an attempt
- Creating a point-producing system instead of direct combat
38Cooperative and competitive systemsOverview and example ↗Participants distribute roles, resources and risks or compare results according to general rules.13
Variants and applications
- Completing one run together
- Shared or split lives
- Raising a fallen ally
- Transfer of items and resources
- Distribution of limited production
- Complementary roles
- Joint abilities and combined actions
- Consistent choice of route and reward
- Scaling meetings by number of players
- Possibility of harming an ally
- Race at the same initial state
- Asynchronous comparison of run results
- Confrontation of assemblies created in separate attempts
39Difficulty, challenges and resultsOverview and example ↗Modifiers, restrictions and scoring create additional goals on top of the normal completion of the run.16
Variants and applications
- Consecutive levels of increased difficulty
- Selectable complications before the start
- Difficulty budget: the player reaches the required amount of penalties
- Strengthening opponents after victories
- New rules at higher difficulty levels
- Daily test with general conditions
- run according to a given seed
- Random set of required modifiers
- Testing a specific character or weapon
- Walkthrough without individual types of actions
- Accounting for voluntarily observed restrictions
- Points for speed, loot and completed objectives
- Multiplier for a series of successful actions
- Result penalty for damage or losses received
- Streak of victories without defeats
- Separate conditions for record and regular victory
40Characteristic mechanics of classic roguelikes that are often overlookedOverview and example ↗Many of these interactions are documented in NetHack, including pets, remains of past characters, food, and voluntary behavior restrictions. NetHack Guide16
Variants and applications
- Eating the bodies of creatures with consequences for the character
- Obtaining resistances and other properties through food
- Food prohibitions and behavioral restrictions
- Transforming a character or enemy into another creature
- Transforming objects into other objects
- Desire: Obtaining an item through a special rare action
- Species Extermination: Eliminating a specific type of creature from the world
- Theft and use of player items by opponents
- Monsters picking up equipment lying on the ground
- Taming and feeding animals
- Using a pet to test item properties
- Special interactions with altars, fountains, graves and other objects
- Inscriptions on the surface with playful action
- Removal of levels and permanent damage to characteristics
- Deferred fatal conditions requiring specific rescue
- Preservation of bodies, things and dangers of the previous deceased hero in a new playthrough
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.
- Berlin Interpretation
Primary source for individual techniques; does not confirm the entire author's classification.
- Description of the developers
Primary source for individual techniques; does not confirm the entire author's classification.
- Official Guide
Primary source for individual techniques; does not confirm the entire author's classification.
- Description of Mega Crit
Primary source for individual techniques; does not confirm the entire author's classification.
- Official description
Primary source for individual techniques; does not confirm the entire author's classification.
- Description of Subset Games
Primary source for individual techniques; does not confirm the entire author's classification.
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