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Patterns Sparklite exemplifies

Quick reference — full lemmas live on each concept page.

PatternHow Sparklite uses it
grid-inventoryPatches placed on a 3×3 → 5×5 board with Tetris-style footprints.
power-creep-mitigationPower grows but the board doesn't (until you pay for it). Vertical growth gated by spatial budget.
fusion-economyIdentical low-tier patches consolidate into higher-tier patches with smaller footprints. Rewards both hoarding and arranging.
opportunity-cost-loadoutDamage-up vs map-vision vs survivability — the grid forces a non-binding archetype choice every descent.
permalifeDeath resets the world but not the character. Preserves narrative momentum without losing roguelite tempo.
handcrafted-pcg-hybridHand-authored room/structure tiles + procedurally chosen layout. Cheap to author, varied to play, no procedural-puzzle tax.
bounded-rogueliteRoguelite with an actual ending. Five Titans → credits → done. ~20-hour campaign.
enemy-intent-telegraphTelegraphed wind-ups + layered boss patterns make the tight starter HP pool readable rather than punishing.

Released under the MIT License.