system

Use when

The design promises the player gets stronger over time and you need to shape how fast, along which axes, and how it stays fun.

Progression — XP, Levels, the Power Curve

What it is. The curve that converts time-and-skill spent into durable power. XP fills a bar, the bar pops a level, the level buys a gain. The design work is not the bar — it is the shape of the curve and what each level is worth.

Player fantasy / why it’s fun. “I am becoming stronger, and I can feel it.” Every session ends with the character measurably ahead of where it started. The pull is the next gain always sitting just inside reach.

When to use / when NOT

Use it whenSkip it when
The fun is a rising arc — you build toward powerMastery is the whole point; power is flat (Tetris, chess)
Sessions need a between-run ledger of “I earned something”A run should reset clean every time with no carryover
You want a difficulty dial that the player turns by playingHanding power out would erase the challenge that IS the game

If the game is pure execution (genre-precision-platformer, genre-bullet-hell), don’t bolt on XP — the level is the reward. A platformer’s “progression” is new verbs (genre-metroidvania), not bigger numbers.

Variants

VariantPower comes fromFeels likeExample
VerticalBigger numbers on the same actionsOverwhelming what used to threaten youDiablo levels; Vampire Survivors’ in-run levels
HorizontalNew options, not more damageA wider toolbox, same lethalityZelda items; Hades’ boon variety
In-run (soft)Growth reset each runA build arc per sessionVS level-ups; roguelite per-run picks
Meta (hard)Growth persists between runsA campaign under the runsSee system-meta-progression
MilestoneDiscrete unlocks at thresholdsEarned checkpoints, not a smooth ramp”Beat act 2 → new class”

Most games layer two: an in-run vertical ramp under a meta horizontal one (Hades, Dead Cells). Name which axis carries the fantasy before you tune.

Tuning levers

LeverWhat it controlsHealthy range / rule
XP-to-next curveHow fast levels comeGentle geometric (×1.1–1.4/level). Flat = trivial; steep = a wall
Power-per-levelThe size of a gainEach level must be felt — no “+0.3% crit” filler levels
Time-to-first-levelThe onboarding hookFast (< 60–90s of play). The first pop teaches the loop
Power-vs-challenge gapWhether growth trivialisesEnemies/costs must ramp with the player (law 3 inequality)
Level cap / soft capWhere the curve flattensCap before gains stop being felt, or switch axes (vertical→horizontal)
Catch-upWhether a behind player recoversOptional; XP scaling on lower levels. Pairs with system-difficulty-and-dda

The one number that breaks games: power outrunning challenge. State it as a law-3 inequality — enemy HP(t) grows ≥ player DPS(t) — and assert it, exactly as horde-survival asserts superlinear spawn pressure against multiplicative build growth ([[FUN.md §6]]).

How it wires to Hayao

Fails when…

Verify

Composes with

See also

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