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Concepts

Cross-game design patterns. Each concept page is pattern-first — a one-line lemma, a contrast table showing how multiple games instantiate the same idea, when to use, pitfalls. Curated by hand; a pattern earns a concept page once two or more games tag it.

Loadout & inventory

Maps & encounters

Run shape & meta

Crafting & economy

Studio philosophy

  • Vision-driven iteration — balance decisions driven by stated philosophy vs. by player metrics. PoE vs. Slay the Spire.

Fiction & feel

A lens, not a pattern: a question to hold against any mechanic on the site.

  • Ludonarrative resonance — do the mechanics affirm the fiction, or just sit alongside it? Per-game readings live in each game's folder; this page is the framework + index.

Released under the MIT License.