genre

Use when

Designing a top-down game of reactive melee combat woven with light puzzle-gating and exploration.

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

  1. 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.
  2. 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).
  3. 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

ScaleThe loop
MomentRead a wind-up → dodge or block → punish in the recovery window. Sub-second.
EncounterA room of mixed system-enemy-archetypes — clear it by exploiting each one’s tell.
SessionA dungeon: rooms + a keyed lock puzzle + the tool that solves it + the boss that tests the tool.
MetaNew tools reopen the overworld; hearts/upgrades and secrets reward exploration.

Essential systems

SystemWhy it’s needed
system-telegraphsPillar 1. The wind-up window is the entire fairness contract of reactive combat.
system-combat-modelDefines the hit — damage, hit-stop, i-frames, knockback — and the input-buffer-through-freeze rule.
system-enemy-archetypesA legible alphabet (skirmisher/artillery/tank/swarm) so rooms compose meaning, not noise.
system-encounter-designRooms as compositions of archetypes; pressure and pockets, clear exit lanes.
system-boss-designThe dungeon’s set-piece; phases and telegraphs that test the dungeon’s tool.
system-graceI-frames on dodge, hit-stop buffering, wound-before-death — the reactive-combat grace canon.

Content & difficulty model

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.

Common pitfalls

Anchors

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

See also

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