Game mechanics blueprints
113 blueprints for things that make a game feel good, explained in plain words, each with a text to paste to your AI.

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Combat
Weapon Switching
Carrying several weapons gives the player choices in the middle of a fight, and the time a swap takes makes each choice cost something.

World
Weather System
Weather gives a world a mood and a rhythm. It changes how the world looks and sounds, and it can change play: rain slows a fire, a storm closes a pass, a clear sky is a good time to travel.

Inventory
Weight Limit
Weight makes carrying a choice without a fixed number of slots. The player can take one more thing and move slower, or leave something behind, and the cost is easy to feel and easy to read.

World
Wind-Rigged Tree
Trees that move like trees: the trunk sways, the crown follows and twigs tremble. The game works out the movement as it runs, so it needs no ready-made animation, and the tree stays small enough for that.

Story
World State Flags
One shared memory lets any part of the game react to what the player did, without the parts knowing about each other, so choices and progress can change the world in many places at once.