Top-down Action-Adventure (Zelda-like)
What it is. A top-down world of rooms and dungeons. You fight readable enemies with a small verb set (attack, dodge, a tool or two), collect keys and items that open the map, and best set-piece bosses. Combat is reactive: the enemy shows its intent, you answer.
Player fantasy / why it’s fun. “I read that and beat it.” The satisfaction of watching a wind-up, recognising it, and punishing it — plus the steady drip of a new tool that reframes every room you’ve seen.
Pillars
- Readable threat. Every attack telegraphs — a flash, a wind-up, a
~0.45s tell — long enough to react. Reactive play is only possible if the
threat is legible (FUN.md §4).
system-telegraphs. - The hit has weight. Hit-stop, i-frames, knockback — a landed blow feels
landed. But hit-stop must buffer inputs through its freeze or attacks
“randomly” vanish (
system-combat-model, FUN.md law 5/§4). - The map is a lock. Keys, switches, and items gate progress; a dungeon is a spatial puzzle whose solution is the tool you find inside it.
The loop stack
| Scale | The loop |
|---|---|
| Moment | Read a wind-up → dodge or block → punish in the recovery window. Sub-second. |
| Encounter | A room of mixed system-enemy-archetypes — clear it by exploiting each one’s tell. |
| Session | A dungeon: rooms + a keyed lock puzzle + the tool that solves it + the boss that tests the tool. |
| Meta | New tools reopen the overworld; hearts/upgrades and secrets reward exploration. |
Essential systems
| System | Why it’s needed |
|---|---|
system-telegraphs | Pillar 1. The wind-up window is the entire fairness contract of reactive combat. |
system-combat-model | Defines the hit — damage, hit-stop, i-frames, knockback — and the input-buffer-through-freeze rule. |
system-enemy-archetypes | A legible alphabet (skirmisher/artillery/tank/swarm) so rooms compose meaning, not noise. |
system-encounter-design | Rooms as compositions of archetypes; pressure and pockets, clear exit lanes. |
system-boss-design | The dungeon’s set-piece; phases and telegraphs that test the dungeon’s tool. |
system-grace | I-frames on dodge, hit-stop buffering, wound-before-death — the reactive-combat grace canon. |
Content & difficulty model
- Telegraph budget first. Fix the tell duration (~0.45s baseline) and derive enemy density from it — enough space to read every threat that’s live at once. Overlapping unreadable tells are the genre’s core unfairness.
- Keep exit lanes clear. Cover or pillars in a door row/column is a softlock — the containment/exit-lane rule (FUN.md §4). Author door lanes obstacle-free.
- Escalate by combining archetypes, not by inflating stats. A skirmisher +
artillery pair is harder — and more interesting — than a bigger-HP skirmisher.
See
system-encounter-design. - Gate honestly. Dungeon locks should be solvable with the tools available inside; the item you find is the intended key. Prove door gates open only when their key is held (both ways).
Reference wiring: a top-down steering + hunt-and-slash build proves the loop with a
combat bot (walk, fight, telemetry: win time, hp floor, 0 deaths). Grep
docs/API.md for the hit-stop / i-frame / particle primitives
before citing them.
Signature-mechanic seeds
“X but Y” (process-the-twist) — bend the tool, the enemy memory, or time.
- Zelda but every enemy remembers your last fight — the nemesis bend: a foe
you fled comes back scarred and cocky. (mechanic-swap — see
anchor-shadow-of-mordor) - Zelda but your weapon is also your key — the sword that opens the door is the one you fight with; upgrading it re-gates the map. (mechanic-swap)
- Zelda but time only moves when you do — a Superhot dungeon; telegraphs freeze between your steps. (constraint)
- Zelda but you can only hold one tool at a time — the loadout swap is the dungeon puzzle. (constraint)
- Zelda but the dungeon is a single boss’s body — rooms are organs; the tool you find disables one. (theme + structure)
Common pitfalls
- Unreadable combat. Too many simultaneous tells, tells too short, or no tell at all → the player can’t play reactively, only spam. Budget telegraphs first.
- Weightless hits. No hit-stop/knockback/i-frames → combat feels like poking fog. And hit-stop without input buffering eats attacks — buffer through the freeze (FUN.md §4).
- Softlocking door lanes. Cover in an exit row can trap the player with a live enemy. Keep lanes clear.
- Dungeons that are combat corridors. Without the lock-and-key layer it’s a beat-‘em-up wearing a map. The puzzle of the dungeon is half the genre.
- Stat-inflation difficulty. Bigger numbers aren’t harder, they’re slower. Combine archetypes instead.
Anchors
anchor-shadow-of-mordor— the nemesis system; systemic enemy memory that personalises the overworld’s threats.anchor-dead-cells— tight, weighty top-down/side melee feel and the tool-as-key unlock loop.
Verify
Prove it with FUN.md §4 · Action-adventure — kiting-bot telemetry (win time, hp floor comfortable, 0 deaths); door gate proven both ways; containment every frame; hit-stop buffers inputs through the freeze. Design the readable fight here; prove it fair there.
Composes with
system-telegraphs— the readability pillar made mechanical.system-combat-model— the shape and weight of a hit.system-emergent-systems— nemesis-style memory turns fights into rivalries.
See also
design/FUN.md §4— the proof playbook.