pattern

Use when

Setting difficulty, ramp, or the depth ceiling; deciding whether skill actually changes outcomes.

Mastery & Flow

What it is. Flow is the state where challenge tracks skill so closely that attention locks: too easy and the player is bored, too hard and they’re anxious. The design job is to keep play inside that narrow flow channel as the player’s skill climbs — the difficulty rises to meet a rising player. Mastery is the channel’s ceiling: how far skill can keep buying results.

Player fantasy. “I’m getting better and the game noticed.” The near-miss that pulls you back in; the run where you finally read the pattern; the moment a wall becomes a warm-up. Time disappearing.

Why it works

Levers

LeverMoves the channelExample
Ramp slopeHow fast challenge risesLevel times/spawn curves that track completion
Skill ceilingHow high mastery can climbTech, movement tech, combos, optimisation (system-mastery-curve)
Failure costAnxiety dialInstant retry (low) vs run-loss (high) — see system-grace
OnboardingWhere the channel startsTeach-by-doing so the floor isn’t a wall (system-onboarding)
DDAAuto-centres the channelNudge difficulty to the measured player (system-difficulty-and-dda)
Assist / optionsWidens the channel per-playerSlow-mo, invincibility (Celeste); flow for more people

Applied across genres

GenreWhere flow livesThe mastery ceiling
Precision platformer (genre-precision-platformer)Each screen just past the last verbMovement tech, optimal routing, deathless runs
Endless arcade (anchor-tetris, anchor-nuclear-throne)The self-raising speed curvePure execution; the wall is the player
Bullet hell (genre-bullet-hell)Fire-lane uptime under rising densityReading patterns, holding fire under pressure (FUN.md §7)
Tactics (genre-tactics)The optimal line hidden in a legible boardPerfect-clears; seeing three moves deep
Rhythm (genre-rhythm)Window accuracy vs chart densityFrame-tight timing, full-combo chains (FUN.md §18)
Racing (genre-racing)The line at the edge of gripBraking discipline, the speed/line tradeoff (FUN.md §20)
Roguelite (system-meta-progression)Run knowledge + build readingSystem mastery outpacing unlock power

Overdone when…

Flow is not directly measurable, but its precondition — skill changes outcomes — is the single most important assertion in FUN.md:

Worked micro-example

“A platformer that stays in flow for a beginner and an expert.” One difficulty number can’t serve both — a floor for the beginner is a plateau for the expert. Widen the channel instead of moving it: (1) the ramp teaches each verb one screen before it’s required (system-onboarding) so the floor isn’t a wall; (2) a high skill ceiling — optional deathless/speed routes let the expert keep climbing (system-mastery-curve); (3) assist options (slow-mo, invuln) widen the floor for players who’d otherwise fall out of the channel entirely (system-accessibility). Prove the ceiling with a two-tier skill-delta: an expert line meaningfully beats a competent one, not just skill vs null (FUN.md law 2).

Composes with

See also

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