process

Use when

You want a game whose loop, theme, feel, and setting all pull the same direction — a coupled design, not an assembled one. Run this before (or instead of) the twist.

The Spine — tension-first design

What it is. A good game is one tension, expressed everywhere. Before you pick an anchor or a twist, you name the spine — the single pressure the player feels every second — and then you derive the rest of the design (theme, setting, feel, structure, even how death works) as expressions of that one tension. The spine is not a mechanic and not a theme; it is the relationship between what the player wants, what they can do, and what it costs. Everything else hangs off it.

Why it’s fun. Fun is a live decision under pressure, repeated, that keeps mattering. process-the-twist gives you a pitch (“X but Y”) — a thing you say. The spine gives you a loop — a thing you do. A pitch can be novel and still play like a corridor; a spine can’t, because it is defined by the tension that makes each moment a choice. And when every element is derived from the same spine, the game reads as one thing — the coherence is the quality. Celeste’s mountain, its brutal difficulty, its instant respawn, and its story about anxiety are not four decisions; they are one spine seen from four sides.

The tension test. Say your game as: “I want [objective], and I can [superpower] — but every use spends [scarcity], against [obstacle], and the situation renews by [renewal].” If you can’t fill all five, the loop isn’t a loop yet — it’s a premise.

The tension skeleton — five parts

The spine is five coupled parts. They are not a menu you pick from; they are one object described five ways. Change one and the others must move.

PartThe questionCelesteRTS
ObjectiveWhat pulls you forward?Reach the top of the screenOut-produce and out-fight the enemy
SuperpowerWhat is your one agency?The air-dashBuild economy → army
ScarcityWhat does the power spend?One dash per grounding; position; commitmentTime — every worker is an investment or a liability
ObstacleWhat resists?Spikes, geometry, timing windowsThe enemy attacking mid-growth
RenewalWhat re-poses the tension each beat?Each screen = new geometry + one new interacting mechanicA live, adaptive opponent

Two of these are the ones designers under-name, and they are the ones that decide whether you have a game:

The gate — the superpower must create its own problem

The single strongest property a spine can have: using your superpower well is what generates your next obstacle. When the power and the problem are the same lever, every use is a real decision, and the tension renews for free.

The gate: Does using my superpower well create my next problem? Yes → you have a loop. No (the power just cleanly defeats the obstacle) → you have a chore. Redesign until the answer is yes.

When superpower and obstacle are separate systems bolted together, the game feels like two things sharing a screen. When the superpower is the obstacle-engine, the loop is self-winding. Aim for the coupled version.

Coupling — derive everything from the spine

Once the five-part spine holds, you do not go shopping for a theme and a feel and a death rule independently. You derive each one as an expression of the same tension, and you keep only elements that trace back:

This is the part process-the-twist‘s “X but Y” can’t reach: coupling is relational, so it can’t be assembled from independent modules. You reach into the parts bin to name and sharpen what the spine demands — not to pick the design off a shelf.

The resonance table — coupling made auditable

The spine is only as good as its coherence, and coherence is checkable. For every element of the design, write one row: how does this express the core tension? If you can’t fill a cell, that element is antipattern-decoration (cut it) or antipattern-dissonance (it fights the spine — redesign it). A complete table with no dissonant row is the proof the design is coupled.

Worked example — Celeste. Spine: ascend under scarce, committal movement — mastery through repetition.

ElementArrow back to the spine
Verb: air-dashThe one tool that traverses; agency + expression
Scarcity: one dash per groundingTurns the verb into a choice, not a spam
Power creates the problemDash is your recovery and commits your trajectory → your escape strands you (passes the gate)
Renewal: per-screen geometry + 1 new interacting mechanicRe-poses the same tension fresh every beat
Death-handling: instant, non-punishing respawnSpine is mastery through repetition; punishing death would be dissonant
Setting: a mountainObjective made physical; difficulty made narrative
Theme: anxiety / self-doubt”Fail, and keep going” is the loop — the mountain is the panic attack
Feel: tight, forgiving inputsMastery requires failure always be yours, never the controls’

Every arrow lands on the same spine. That is what “deeply coupled” means, made falsifiable. Two flagship recipes carry a full table: recipe-emberfall (a committal-movement spine) and recipe-waterline (a single-master-resource spine).

The coherence gate — the third proof

The Codex hands off to three proofs: the solver proves a level is winnable, design/JUDGE.md proves it looks shipped, and the coherence gate proves the design is coupled. The gate is a judgment, not an automated truth — but it is structured:

  1. Completeness. Every element has a row, and every row names a real arrow to the spine. A missing arrow is antipattern-decoration.
  2. No dissonance. No element fights the spine. A punishing death in a retry-mastery game, a cozy tone on a scarcity-terror spine — that is antipattern-dissonance, and it’s worse than decoration because it actively drains the tension.
  3. The gate holds. Using the superpower well creates the next problem. If not, the loop is a chore no coupling will save. This one is mechanically provable once the game runs: build it twice — coupling intact and coupling neutralized — run skilled and lazy play over both, and the skill-gap must collapse when the coupling is removed. If the gap survives, the tension lives elsewhere and this coupling is antipattern-decoration. That is assertLoadBearing from @hayao — the ablation proof, FUN.md law 8.

The completeness and no-dissonance checks (1 & 2) are judgment: an agent runs them as self-critique before handoff, a human confirms in the workshop playtest. The gate-holds check (3) is machine-checkable — the ablation proof turns it into a test. And scripts/build-design-index.mjs enforces the structural floor — a recipe that declares a spine must carry a Resonance table, and vice versa — so a half-migrated design can’t ship pretending to be coupled.

How to run it

  1. Name the objective and the one superpower. What does the player want, and what is their single primary verb? Prototype the verb alone in a sandboxes/*-lab — if it isn’t interesting in a grey box, stop.
  2. Find the scarcity. What does the superpower spend? If nothing, invent the cost — this is the design move that creates the game. (Stamina. Time. Position. Ammo. Heat. Light.)
  3. Run the gate. Make the superpower create its own obstacle. Iterate the verb+cost until using it well is what generates the next problem.
  4. Name the renewal source. What re-poses the tension every beat? Without one, go back to step 1 — you have a puzzle, not a loop.
  5. Derive the coupling. Setting, theme, feel, structure, death-handling — each as an expression of the spine. Reach into anchors/genres/systems/mechanics only to sharpen what the spine demands.
  6. Fill the resonance table. One row per element. Empty cell → decoration (cut) or dissonance (redesign). Run the coherence gate.
  7. Hand off. Pillars (process-pillars) fall out of the spine; the loop stack (process-core-loop) is the spine at four timescales; then process-refine-and-handoff to FUN / JUICE / JUDGE.

Spine vs. twist — when to use which

They are not rivals; the twist is now a sub-tool of the spine. Use the spine as the primary generator — it produces the loop. Use process-the-twist as one way to discover or sharpen a spine: bending a proven game along a vector often reveals a new tension (Loop Hero’s “no map, one loop” constraint surfaced a fresh attrition spine). The order is: spine first (what is the tension?), twist optionally (what bend gives it a fresh face?) — never pitch-first, or you get a pitch in search of a loop. An authored, iterated atom is not a pitch — it is felt evidence, and process-the-seed is its lawful entry: run the spine backwards from the atom until it is load-bearing. Same gate, either direction of travel.

Traps

Composes with

See also

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