mechanic

Use when

You want a simple combinatorial growth loop with escalating payoff.

What it is. Two tokens of the same tier collide and become one token of the next tier up. The board is finite; every merge frees a cell, every non-merge fills one. 2048 in a sentence.

Player fantasy / why it’s fun. Watching a number climb by your own hand. The tier-up pop is a tiny slot-machine payout you caused — legible cause, escalating reward, and the constant low dread that the board is filling faster than you can clear it.

The verb

Bring two like tiles together; they collapse into one tile one tier higher. That’s it — the depth is where and when, not how.

How it feels / why it’s fun

Tuning levers

LeverWhat it controlsSane default
Merge counttiles needed to fuse2 (2048) — 3 tightens the vise
Tier ratiovalue jump per tier×2 (doubling reads instantly)
Spawn ratenew tokens per action1 per move
Spawn mixwhich tiers can spawn90% tier-1, 10% tier-2
Spawn controldoes the player place?none (slide) vs. aim (drop)
Board sizecells before choke4×4 (classic squeeze)
Win/losstier goal vs. board-fullreach tier-11 / no legal move

Small board + forced spawn = pressure cooker. Big board + player-placed spawn = cozy sandbox. Pick the axis first; it is the genre.

Slots into

Twist seams

How it wires to Hayao

Fails when…

See also

mechanic-stack · genre-match3 · genre-grid-puzzle · genre-incremental · system-crafting · recipe-merge-factory · pattern-risk-reward · pattern-juice-choreography · anchor-tetris · anchor-katamari · process-the-twist

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