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Games

One folder per game. Each entry starts with a snapshot, a macro-loop diagram, and links to mechanic sub-pages, design tensions, and lessons.

Sorted alphabetically.

GameReleasedIconic mechanicCore dialectic
Balatro2024Poker hands × Jokers × deck-mutation × Ante staircaseFamiliar surface, deep math underneath
Hades (series)2020–2025Boon-draft + dialogue-after-death narrativeDeath as story beat, not failure
Hollow Knight2017Charm-notch loadout + soul-as-heal-resourceExploration as mastery, not direction
The Legend of Zelda: Breath of the Wild2017Multiplicative chemistry engine + climb-anywhere stamina + 120-shrine puzzle networkReach for any visible point — and pay for it in stamina, weather, or weapons
Mega Man Battle Network (series)2001–20056×3 real-time grid combat + Folder of Battle Chips + Custom GaugeAction reflexes + card-game collection — combined, not alternated
Moonlighter 2: The Endless Vault2025Backpack-puzzle pricing + dual-life loopGreed vs gold
Nier: Automata2017Plug-in chips replace the HUD + multi-route ABCDE structureForm mirrors theme — every system rereads the fiction
Path of Exile20131500-node passive tree + skill gems as gearFriction over convenience
Path of Exile 22024 (EA)Slowed combat + weapons grant skillsRe-litigating PoE1's drift toward speed-clearing
Pokémon Ruby/Sapphire/Emerald2002–200417-type RPS + 4-move loadout + permanent stat profile per PokémonMath under cute — a six-axis stat optimisation sim packaged as a kids' adventure
Slay the Spire2019Card draft + Ascension staircaseRisk vs reward, fractally
Sparklite2019Patch-board grid inventory + permalifePower growth vs spatial budget
Warframe2013Forma + Riven DispositionPower fantasy vs grind
Xenoblade Chronicles (series)2010–2025MMO-shape combat + new systems unlocking 30+ hours inHow long can you keep teaching a player?

Released under the MIT License.