anchor

Use when

Designing for pure, endless mastery on one tight mechanic where the score curve and the skill ceiling ARE the game.

Tetris

What it is. Seven shapes fall one at a time; rotate and slot them so rows fill and clear. There is no end, no story, no unlock — just a board, a next piece, and a speed that climbs the longer you last.

Player fantasy / why it’s fun. One more line. The pull is flow through mastery of a single verb: the rules fit on a napkin, but the skill ceiling is bottomless, and the game tightens exactly as fast as you improve. It is the cleanest proof that depth doesn’t need breadth.

Design DNA

Take one verb — orient-and-drop — and tune it until it’s perfect, then let difficulty rise with the player’s own success. Every cleared line speeds the fall; skill buys you time that the game immediately taxes back. There’s no meta, no content treadmill: the loop is so tight and so well-tuned that repetition is the reward. The randomiser (a bag of 7) keeps it fair; the failure state (stack to the top) is always your doing.

The discipline here is subtraction. Tetris is the proof that depth doesn’t require breadth — that a single verb, tuned to perfection, out-lasts games with a hundred mechanics. Everything that isn’t the drop was cut: no story to gate the loop, no unlocks to pace it, no second verb to dilute the tuning budget. All of that budget goes into feel — the exact frames of lock delay, the DAS charge, the gravity curve, the rotation kicks — because when there’s one verb, the game is its feel.

This is the ur-example of easy to learn, impossible to master — the entire game is a mastery curve with the fat trimmed off. And the ramp is self-tuning: because speed scales with your clears, the game meets every player at their edge without a difficulty menu. The flow channel holds for a beginner and a world-record holder using the identical rule.

Load-bearing structures

StructureWhy it works
One verb, perfectly tunedOrient + drop is the whole moveset. All design budget goes into feel — DAS, lock delay, gravity — not breadth. system-mastery-curve.
Success raises difficultyClearing lines speeds the fall; the game auto-escalates to match you, so flow holds across skill levels. FUN.md law: the ramp is the design. system-difficulty-and-dda.
Self-inflicted failureYou lose by stacking to the top — always legibly your mistake. No cheap deaths, so retry is instant appetite.
Bag randomiserThe 7-bag guarantees fairness (no piece drought) while staying unpredictable — controlled randomness. All rng via world.rng (FUN.md law). system-procgen-design.
The next-piece queueShowing what’s coming turns reflex into planning — a one-cell telegraph that opens the skill ceiling. system-telegraphs.
Lock delay + soft/hard drop as graceA frame window to slide/rotate before a piece sets — the grace canon that makes fast play fair. FUN.md law 5. system-grace.
The score as the whole metaNo progression system; the leaderboard number is the entire long-term goal. system-collectibles (score-as-goal).

What to steal

What’s just theme (drop it)

Composes into

Twist seams

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.