system

Use when

You want optional long-tail goals or competitive comparison.

What it is. A layer of optional goals (achievements) and social ranking (leaderboards) bolted onto play. Achievements name skilful or thorough behaviour and reward it with a badge; leaderboards sort players against each other or the world.

Player fantasy / why it’s fun. “I did the hard thing, and there’s proof.” Achievements convert diffuse mastery into legible status; leaderboards give it an audience. The pull is extrinsic — it works only when it points at play that was already worth doing.

When to use / when NOT

Use when:

Do NOT use when:

Variants

VariantWhat it rewardsReferenceWatch for
CompletionThoroughness — see/collect everythinganchor-stardew-valley, system-collectiblesPadding into a checklist chore
MasterySkill under constraint — no-hit, no-death, speedanchor-hades, anchor-celesteGating behind luck, not skill
DiscoveryFinding the hidden or surprisinganchor-outer-wilds, anchor-baba-is-youGuide-dependency; unguessable steps
Global boardRank vs the worldanchor-tetris, anchor-vampire-survivorsCheating, unreachable top (antipattern-solved-metagame)
Friend boardRank vs your circleanchor-mini-metro, anchor-peggleEmpty when solo; needs identity
Daily seedOne shared run, rankedanchor-spelunky, anchor-slay-the-spireSeed exploits; timezone fairness

Tuning levers

Twist seams

How it wires to Hayao

Fails when…

Verify

Assert achievement predicates fire exactly on the intended run states, and that a submitted (seed, inputs) re-simulates to the claimed score, per docs/VERIFICATION.md. Design the goals here; prove they trigger — and only then — there.

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