system

Use when

You need a legible enemy roster where each foe demands a different answer and pairs interact.

Enemy Archetypes

What it is. A role vocabulary for enemies, not a bestiary. Five roles cover almost every action game: tank (soaks, blocks lanes), skirmisher (fast, flanks, punishes greed), artillery (ranged, forces you to close or break line of sight), swarm (individually trivial, dangerous in numbers), support (buffs/heals/shields others — the priority target). The alphabet is small on purpose: a player learns five answers, then every fight is a sentence of them.

Player fantasy / why it’s fun. Recognition, then adaptation. Seeing an artillery unit behind a tank behind a swarm is a puzzle you read at a glance — the fun is choosing the order to solve it. FUN.md §4’s whole claim is “readable combat”; archetypes are how a fight becomes readable before it becomes hard.

When to use / when NOT

Use it whenSkip it when
Combat has ≥3 enemy types and you want them to combineA single-enemy game (one boss, one rival) — design that fight directly
You need difficulty from composition, not stat inflationPuzzle “enemies” that are really rules (genre-grid-puzzle, §12)
The player should learn one answer per rolePure horde where the enemy is count itself — one type, superlinear spawn (§6)

Variants

The five roles and what each demands:

RoleJob in the fightPlayer answerSignature knob
Tankcontrol space, absorb, block a lanereposition or burst; don’t tradeHP + a lane it denies
Skirmisherpunish overextension, flankspacing, patience, don’t chasespeed > player, low HP
Artilleryforce movement, deny campingclose the gap or break LoSrange + a telegraph (system-telegraphs)
Swarmoverwhelm, chip, cover othersAoE, funnels, kiting arcs (§6)trivial each, superlinear count
Supportmultiply everyone elsekill it first — it’s the prioritya buff radius you can see

Compositions are where the alphabet earns its keep:

PairEmergent problem
Tank + artillerythe tank buys the artillery time; you’re pressured while you dig
Support + swarmthe swarm won’t die until the support does — inverts your target order
Skirmisher + tankthe tank pins you where the skirmisher wants you
Artillery + skirmisherranged forces motion, flanker punishes it — a positioning vice

Tuning levers

LeverEffectWatch for
Role stat ratios (HP/speed/range)how sharply a role readsroles that overlap muddy the read — keep silhouettes distinct
Threat priority (support first)the target-order puzzleif killing in any order works, the roles aren’t interacting
Count per roleswarm-ness vs. elite-nessone “swarm” unit is just a weak melee foe
Telegraph length by rolereaction budgetartillery needs the longest tell; skirmishers the shortest

How it wires to Hayao

Fails when…

Verify

Composes with

See also

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