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Patterns Mega Man Battle Network exemplifies

PatternHow BN uses it
grid-inventoryNaviCust — Tetris programs on a 4×4–5×5 grid with adjacency rules. Predates Sparklite by 17 years and Moonlighter 2 by 23.
block-puzzle-stat-upgradesNaviCust programs as stat blocks placed via a packing puzzle.
bonus-with-drawbackNaviCust Bugs (opt-in debuffs for fitting more), Beast Out (timer + Bug Out fallback), Dark Chips (BN4-5 morality system).
opportunity-cost-loadoutEvery Folder slot, every NaviCust cell, every Cross / Beast slot is a real trade-off.
loadout-as-budget30-chip Folder, 4×4 NaviCust grid, Hand size of 5–10. Every layer is a fixed budget you pack.
subtractive-deckbuildingDifferent shape than Spire (cohesion via codes, not subtraction by count) but same insight: tighter focus = stronger draws.
real-time-grid-tactics6×3 discrete grid + real-time movement, attacks, dodging. Genuinely rare hybrid.
draw-step-as-tactical-resourceThe Custom Gauge — card-draw embedded in real-time combat as something you fight to enable.
enemy-intent-telegraphTiles flash / highlight before an attack lands. Telegraph through the grid itself rather than icons or animations.
code-constrained-deckbuildingLetter codes determine which chips can co-play. Folders converge on archetypes for combinatorial reasons.
card-combo-recipesProgram Advances — multi-chip combos with bespoke effects.
hidden-knowledge-depthPA recipes + NaviCust Compression Codes — community-curated depth, not in-game UI.
iterative-yearly-refinementFive-year iterative cycle with frozen combat core; meta-systems iterated until BN6 synthesis.

Released under the MIT License.