What it is. Hold an input to accumulate power over time; release to spend it in one committed strike. The hold is public — a windup the world can see, so the enemy gets to react before you land.
Player fantasy / why it’s fun. The slow-burn threat. You feel the shot getting heavier under your thumb, and every extra frame of charge is a bet: more damage, more exposure. Peak charge is a dare thrown at the whole room.
The verb. Press-and-hold to wind up, release to fire — the longer the hold, the bigger the payload and the deeper the commitment.
How it feels / why it’s fun.
- Tension you author yourself. Unlike a cooldown, the timer is your finger. You choose how far to lean over the ledge before you jump.
- A body you can’t hide. Charging is a telegraph — glow, hum, tremble. The enemy reads it as clearly as you do, which turns a damage move into a mind game. See
system-telegraphs,pattern-readability. - The release is the payoff. All that stored tension discharges in one frame of screen-shake and light. This is textbook
pattern-juice-choreography— anticipation, then impact.
Tuning levers.
| Lever | What it controls | Sane default | Push it up → | Push it down → |
|---|---|---|---|---|
| Charge time to full | Seconds of hold for peak | 0.9 s | Ponderous, high-stakes swings | Spammy, charge stops mattering |
| Tier count | Discrete power breakpoints | 3 (tap / half / full) | Nuanced, hard to read | Binary, but crisp feedback |
| Move penalty | Speed while holding | 40% walk | Rooted, must pre-commit position | Kite-and-charge, low risk |
| Overcharge window | Grace past “full” before overload | 0.3 s | Forgiving peak | Punishing frame-perfect cap |
| Cancel cost | Penalty for aborting a charge | Small stamina/cooldown | Real commitment, no free bluffs | Free feints (a different game) |
| Damage curve | Tap→full scaling shape | Quadratic | Full charge feels earned | Flat, no reason to hold |
Default the curve nonlinear — a full charge should feel like a decision, not a tax. If tap and full differ by 20%, nobody waits.
The two-way telegraph. This is the load-bearing idea. Charging must cost legibility: the same signal that tells you “almost full” tells the enemy “dodge now.” Design the windup so a smart opponent can punish a greedy hold — that’s the risk half of pattern-risk-reward. Pair it with a movement penalty so the player can’t safely charge mid-scramble; commitment means planting your feet. See pattern-fairness-and-trust: the tell must be honest both directions.
Slots into.
- Genres:
genre-soulslike,genre-fighting-game,genre-action-adventure,genre-precision-platformer,genre-bullet-hell,genre-metroidvania,genre-tactics(charge as a spent action). - Anchors:
anchor-dark-souls(charged R2, the whole risk grammar),anchor-street-fighter(charge motions — hold back, then punch),anchor-cuphead(the charged shot as boss-DPS tool),anchor-hades(Bull Rush / special charges),anchor-celeste(dash-as-commitment cousin).
Twist seams.
- Charge but releasing early is a feint that baits their dodge (mechanic-swap). Swap the payload for information: a half-charge flash makes the enemy burn their dodge, and now you land the real hit. The move stops being about damage and becomes about reading their read. Give feints a real cancel cost or they dominate — see
mechanic-parry,mechanic-dodge-roll. - Charge but it charges from ambient sound, not a button (theme). No hold input — your weapon fills from the world’s volume: nearby combat, a beating drum, a storm. Loud rooms arm you; silence disarms you, and the enemy learns to fight quiet. Reframes charge as environmental resource. See
world-soundscape,system-hazards-and-environment. - Charge but every tier is a different move (mechanic-swap). Tap fires, half sweeps, full launches — one input, three verbs gated by hold time. Depth from timing, not extra buttons. Watch readability: distinct tier tells or it becomes
antipattern-guess-the-designer.
How it wires to Hayao.
- The charge value is state that advances with elapsed time each tick — hold it in the sim, off the view, so it lives in the world hash. Keep timing deterministic; drive any variance (crit rolls on release) through a deterministic RNG, never wall-clock.
- The windup is view: glow, particles, a swelling ring. Mark it cosmetic so it stays out of
hash()— pure feedback, no logic. The split is theexamples/sokoban/convention. - For the release burst — screen-shake, particle spray, hitstop — study a particles/camera sandbox in isolation (
sandboxes/) before wiring it into a whole game, per the doctrine. Don’t survey full examples for the effect. - If the design is turn-based (charge = an action spent across turns), the charge tier belongs in the pure
Puzzle<State, Move>rules, and the solver proves the encounter is winnable.
Fails when…
- The tap and the full charge feel the same → nobody holds → dead lever. Fix the
antipattern-false-depth: make the curve steep. - Charging is free (no move penalty, no legible tell) → always charge, no decision →
antipattern-boring-optimal. - The windup and the release read alike, or the tier tells blur together → the player can’t tell what they cast →
antipattern-unreadable-juice. - Enemies can’t actually punish a greedy hold → the “risk” is fiction → it’s just a slow attack button.
- Full-charge damage climbs faster than encounter HP over a run →
antipattern-power-creep/antipattern-stat-inflation. - The input holds but the strike lags or the tier snaps wrong →
antipattern-input-lie; commitment demands the crispest possible release frame.
See also.
mechanic-ground-pound · mechanic-parry · mechanic-deflect · mechanic-dash · mechanic-block · system-telegraphs · system-combat-model · system-counter-systems · pattern-risk-reward · pattern-juice-choreography · pattern-readability · recipe-one-button-boss-rush