Patterns Sparklite exemplifies
Quick reference — full lemmas live on each concept page.
| Pattern | How Sparklite uses it |
|---|---|
grid-inventory | Patches placed on a 3×3 → 5×5 board with Tetris-style footprints. |
power-creep-mitigation | Power grows but the board doesn't (until you pay for it). Vertical growth gated by spatial budget. |
fusion-economy | Identical low-tier patches consolidate into higher-tier patches with smaller footprints. Rewards both hoarding and arranging. |
opportunity-cost-loadout | Damage-up vs map-vision vs survivability — the grid forces a non-binding archetype choice every descent. |
permalife | Death resets the world but not the character. Preserves narrative momentum without losing roguelite tempo. |
handcrafted-pcg-hybrid | Hand-authored room/structure tiles + procedurally chosen layout. Cheap to author, varied to play, no procedural-puzzle tax. |
bounded-roguelite | Roguelite with an actual ending. Five Titans → credits → done. ~20-hour campaign. |
enemy-intent-telegraph | Telegraphed wind-ups + layered boss patterns make the tight starter HP pool readable rather than punishing. |