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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.

Context and sources: Robert Nystrom: State
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.

Context and sources: Robert Nystrom: State
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.

Context and sources: Robert Nystrom: State
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.

Context and sources: Robert Nystrom: State

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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