pattern

Use when

Shaping a session/level/wave/run; deciding difficulty and intensity over time, not just at one moment.

Pacing & Tension

What it is. Intensity over time is a curve, not a level you set once. A game that’s flat-out from minute one exhausts; one that’s flat-calm bores. The craft is peaks and valleys — escalating pressure punctuated by breather beats — so the session breathes, tension recovers, and the finale lands as the peak because you built up to it.

Player fantasy. “I can’t stop — but I can catch my breath.” The pull of rising stakes, the relief of a lull, the dread of the next climb. A shape you feel even when you can’t name it.

Why it works

Levers

LeverShapes the curveExample
Escalation slopeHow fast pressure risesWave HP/spawn ramp; enemy density over a level
Breather placementWhere the valleys sitA runner wave; a safe room; a shop between fights
Peak spacingRhythm of spikesMini-boss every N rooms; a crescendo mid-level
Finale weightThe last peak is the peakGate on “finale is the max”, not monotonicity
Session lengthThe whole arc’s footprintRun vs level vs campaign (system-session-structure)
Downtime textureWhat a valley doesLoot, dialogue, planning, catching your breath (pattern-risk-reward)

Applied across genres

GenreThe curveThe breather
Tower defense (genre-tower-defense)Wave intensity climbs to a finale peakRunner waves are the pressure break (FUN.md §8)
Horde survival (genre-horde-survival)Superlinear spawn rampThe level-up pick pauses the tide (FUN.md §6)
Roguelite (system-session-structure, anchor-hades)Room → room → elite → bossThe shop/reward room between fights
Bullet hell (genre-bullet-hell)Pattern density escalates per phasePhase transitions (with mercy clears) reset (FUN.md §7)
Deckbuilder (genre-deckbuilder)Act → elite → bossRest sites; the map-choice planning beat
Survival horror (genre-survival-horror)Dread accrues on a fuel budgetThe lit safe pocket at a traversal’s midpoint (FUN.md §16)
Narrative (genre-narrative-decisions)Stakes rise across the reignA quiet, low-Δ choice between crises

Overdone when…

Pacing is one of the few aesthetic concerns FUN.md makes into a hard assertion, via the wave-curve gate:

Worked micro-example

“A tower-defense run that builds to a finale instead of grinding flat.” The naive curve is monotone — every wave a little harder — and the “finale” reads as just a slower-to-die version of wave 12. Shape it instead: (1) escalate the combat waves in a rising slope; (2) drop a runner wave every third slot as a pressure break — a valley that lets the player retool and breathe; (3) weight the finale as the true peak, well above the prior maximum. Now the run has a shape you can feel. Prove it with the wave-curve gate (FUN.md §8): assert each wave ≥ ~55% of the previous and the finale peaks — a breathing curve, not a straight climb, and not monotonicity.

Composes with

See also

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