genre

Use when

You want deliberate combat where every swing commits and rest is a gamble.

What it is. Deliberate melee combat where every action commits to an animation, paired with a currency you drop on death and must recover, laid over a world that unlocks itself through shortcuts. Reading the enemy is the game.

Player fantasy / why it’s fun. Mastery of a wall that never moves. The boss that killed you forty times becomes trivial — not because you leveled, but because you learned it. Tension lives in the gap between a swing you can’t cancel and a tell you must trust.

Pillars (exactly 3)

  1. Committed combat. No input is free. Attacks, dodges, heals all consume time and stamina and lock you into recovery. Threat is legible; the cost of misreading it is total. See system-combat-model, system-telegraphs.
  2. Risk economy. One currency for both leveling and buying. Death drops it where you fell; die again on the way back and it’s gone. Every step from safety is a wager. See system-economy, pattern-risk-reward.
  3. Interconnected world. The map is the puzzle. Shortcuts fold long, dangerous paths back onto the last rest point. Progress is measured in doors you can now open. See system-map-and-navigation, genre-metroidvania.

The loop stack

LayerBeat
MomentRead a wind-up → dodge or block on the frame → punish the recovery. One exchange, fully legible.
EncounterSpend a stamina bar and a heal budget to clear a room or a boss. Manage the meter, not just the hit.
SessionPush from the last rest into unknown ground, bank a shortcut, retreat before the currency you carry gets too heavy to risk.
MetaConvert banked currency into stats and gear; the wall you couldn’t pass becomes the floor you stand on. See system-progression, system-meta-progression.

Essential systems

Content & difficulty model

Signature-mechanic seeds

  1. Soulslike but coop-only, one body two players (perspective). Two players share a single character — one owns movement and dodge, one owns the weapon and stamina. A swing only lands if both commit on the same tell. Commitment becomes conversation. See system-coop-and-competition, anchor-it-takes-two.
  2. Souls but death advances the world without you (structure). Your dropped currency doesn’t wait to be recovered — it seeds a new enemy, a raised gate, a boss that grows. Every death permanently reshapes the map; recovery means fighting the consequence of your last fall. See system-spawn-directors, world-level-as-story.
  3. Stamina but shared with the environment (constraint). Torches, levers, and rest all draw from the same bar that fights. Explore aggressively and you arrive at the boss exhausted. Turns system-resource-loops into a route-planning problem.
  4. Telegraph but you author the enemy’s tell (agency). Before a fight, choose which of a boss’s attacks flash a warning — buying readability on one pattern by going blind on another. Difficulty becomes a build choice. See pattern-meaningful-choice.
  5. Bonfire but it’s the enemy respawn AND your only weapon forge (tension). Resting arms you but rearms them. Every heal is a decision to re-fill the world with threats. Sharpens the pattern-risk-reward loop to a single button.

Common pitfalls

Adjacent genres

Anchors

Verify

Prove the committed-combat and risk-loop feel against design/FUN.md#4-·-action-adventure. Keep rendered chrome out of the sim hash per the view/logic split; judge looks headlessly per process-refine-and-handoff.

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