Roguelikes and run structure
Run structure connects limited resources, changing capabilities and failure consequences into a complete play cycle. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map.
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Mechanics and variants
1Traditional turn-based roguelikesOverview and example ↗A turn-based run alternates one player decision with hostile world changes, preserving the cost of consumables and routes.4
Mechanic variants
- Waiting trades an action for a better position.
- Unknown items require identification.
- Doorways limit the number of simultaneous attackers.
- Permanent death ends the character's current story.
Design example. A hero spends a turn retreating to a door to avoid fighting three opponents at once. Prototype check: Test that inspecting the interface and canceling an unconfirmed command do not secretly advance world time.
2Action roguelikesOverview and example ↗Real-time combat combines with temporary progression so execution and upgrade choices jointly determine a run's outcome.4
Mechanic variants
- Rooms provide compact tests of the current build.
- Dodging spends a limited safety window.
- Rewards offer several development directions.
- Bosses test mastery of the selected combination.
Design example. After a room, the player upgrades a dash instead of taking a stronger but slower attack. Prototype check: Test early rewards with different starting weapons so random options cannot immediately invalidate the controls.
3Survivor-likes and automatic attacksOverview and example ↗Automatic attacks leave route selection and upgrades to the player, making movement through waves the central skill.4
Mechanic variants
- Auto-targeting selects targets by a stated rule.
- Experience pickups require approaching danger.
- Weapon evolution needs a combination of upgrades.
- Waves change the shape of safe movement routes.
Design example. Circular fire permits movement through small enemies, but ranged opponents force a route change. Prototype check: Test whether movement remains a decision after strong upgrades rather than waiting for a timer.
4Dungeon crawlers and resource attritionOverview and example ↗A dungeon depletes party supplies through successive encounters, connecting depth choices to a safe return.4
Mechanic variants
- Torches limit confident exploration time.
- Rest restores strength at the risk of an encounter.
- Shortcuts reduce later entry costs.
- Optional rooms trade supplies for possible discoveries.
Design example. A party spots a treasury but has only enough light to return along the known route. Prototype check: Test the return route after the last affordable encounter and the option to retreat before total exhaustion.
Sources and examples
Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.
- Robert Nystrom: State
The author’s original discussion of states and transitions; rule implementation context, not evidence for every editorial variant.
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