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game-mechanicsHow games actually work.

Fourteen games, dissected. Reward loops, world building, ludonarrative dissonance, the patterns that show up across genres. Not a wiki — a designer's reference, written from play.

Balatro scoring a Flush — chips × mult readout 35 × 4

Balatro

Poker hands × Jokers × deck-mutation × Ante staircase · familiar surface, deep math underneath

2024Roguelike deckbuilderPremium
Hades II title screen with Melinoë

Hades

Boon-draft + dialogue-after-death · death as story beat, not failure

2020–2025Action rogueliteSeries
Hollow Knight world map of Hallownest

Hollow Knight

Charm-notch loadout + soul-as-heal-resource · exploration as mastery, not direction

2017MetroidvaniaPremium
Breath of the Wild title screen — Link looking out at Hyrule

Zelda: Breath of the Wild

Multiplicative chemistry engine + climb-anywhere stamina + 120 shrines · pay for any reach in stamina, weather, or weapons

2017Open-world action-adventurePremium
Mega Man Battle Network 6×3 grid combat with Custom Gauge

Mega Man Battle Network

6×3 real-time grid + Folder of chips + Custom Gauge · action + card hybrid

2001–2005Action-RPG / card hybridSeries
Moonlighter 2 showcase pricing UI

Moonlighter 2

Backpack-puzzle pricing + dual-life loop · greed vs gold

2025Roguelite + shop simPremium
Nier Automata Plug-in Chips configuration screen, Storage Used 68 of 72

Nier: Automata

Plug-in chips replace the HUD + multi-route ABCDE structure · form mirrors theme — every system rereads the fiction

2017Action-RPGPremium
Path of Exile Atlas of Worlds

Path of Exile

1500-node passive tree + skill gems as gear · friction over convenience

2013Action RPGF2P
Path of Exile 2 boss Jamanra the Risen King

Path of Exile 2

Slowed combat + weapons grant skills · re-litigating PoE1's drift

2024Action RPGF2P · EA
Pokémon Ruby/Sapphire/Emerald — Torchic info screen showing Type, Ability Blaze, and Sassy nature

Pokémon Ruby/Sapphire/Emerald

17-type RPS + 4-move loadout + permanent stat profile · math under cute

2002–2004Monster-collector RPGSeries
Slay the Spire combat with the Defect

Slay the Spire

Card draft + Ascension staircase · risk vs reward, fractally

2019Roguelike deckbuilderPremium
Sparklite Refuge hub with NPCs

Sparklite

Patch-board grid inventory + permalife · power growth vs spatial budget

2019Action-adventure roguelitePremium
Warframe in-mission HUD

Warframe

Forma + Riven Disposition · power fantasy vs grind

2013Looter-shooterF2P
Xenoblade Chronicles Bionis vista

Xenoblade Chronicles

MMO-shape combat + new systems unlocking 30+ hours in · how long can you keep teaching

2010–2025Action-RPGSeries

Same problem, many solutions

Most games in this library have a loadout-as-budget — a system that forces real trade-offs between competing build directions. Same design problem, totally different math.

Sparklite patches

Sparklite

Spatial — Tetris on a 3×3 grid

Warframe modding

Warframe

Numeric — 60 mod points + polarities

Slay the Spire combat

Slay the Spire

Combinatorial — energy + thin deck

Moonlighter 2 backpack

Moonlighter 2

Adjacency — placement triggers synergies

Path of Exile Atlas

Path of Exile

Massive — 1500 nodes shared across classes

→ Read the curated breakdown: Loadout as budget

How this is built

Every game has a snapshot (genre, iconic mechanic, core dialectic), a macro loop diagram, mechanic deep-dives, design tensions with dev quotes when available, and a lessons page on what's worth stealing for my own Godot games.

When two or more games end up using the same design move, it earns a curated concept page with a cross-game contrast table.

The about page is a quieter overview. Source on GitHub, MIT licence.

Released under the MIT License.