Spielerando

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.

The open chest of a giant blue and coral automaton shows tiny engineers in mint jumpsuits working gears, springs and lifts around a heart-shaped blue gem.
Cogmother, an invented automaton repair game · invented game, AI image

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What should happen in your game?

Progression

Meta-Progression

Meta-progression turns a lost run into a step forward. The player always leaves with something, so failing feels like progress and each new run starts a little stronger.

World

Minimap and Fog of War

Exploring means not knowing. Fog keeps the world unknown until the player has been there, remembers what they found, and gives the minimap something honest to draw: only what the player knows, as they last saw it.

Movement

Moving Platforms

A platform that travels on its own and takes the player along. It makes the player time jumps against a moving target, and it turns a gap or a shaft into a ride.

Story

Multiple Endings

Different endings make a story worth playing twice. The player must feel that their deeds led to the end they got, and must never reach a finish that looks like a mistake: no ending, the wrong one because of a hidden rule, or one that changes after it was shown.

World

NPC Daily Schedules

Characters with a routine make a world feel lived in, and they give the player a reason to plan: find the baker before noon, wait for the guard to leave, catch someone at the tavern.

Movement

One-Way Platforms

A ledge that is open from below and solid from above. It lets the player climb through platforms by jumping, stand on them, and drop back down on purpose, so a level can stack floors without walls and ceilings getting in the way.

Resources

Oxygen Meter

Oxygen puts a clock on every dive. The player weighs how much farther to swim against how much air is left, so deep water feels risky without a sudden death.

Combat

Parry

A parry rewards close attention. Reading an enemy's attack and answering it at the last moment feels better than running away from it, and it turns defence into the start of an attack.

Progression

Perk Choices

Perk choices make every level-up a small decision instead of a gift. Because the hand is partly luck, no two runs build the same character, and the player has to work with what shows up.

World

Pressure Plate Puzzles

Plates turn the level itself into a puzzle: the player has to work out what to put where, and how many things it takes, before the way ahead opens.

Progression

Prestige Reset

A prestige reset turns a run that has slowed down into a fresh start that is faster than the last one. The player gives up a lot, gets something lasting, and the game can go on for much longer without running out of numbers.

World

Procedural Dungeons

A new dungeon every run keeps a game fresh without a level designer for every floor. A seed makes it repeatable, so a player can share a run and you can replay a bug, and a check makes sure no dungeon is ever impossible to finish.