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Analysis by Claude (Opus 4.5), direction by a327ex


Roguelite Design Analysis

Contents

  1. The Framework — 17 axes across 6 categories
  2. Game Classifications — 22 games analyzed
  3. Frequency Analysis — what's common, what's rare
  4. Hypothetical Designs — 12 imaginary games exploring design space
  5. Experimental Analysis — patterns in the hypothetical designs
  6. Summary — what the experimental designs reveal

The Framework

Framework | Games | Frequency | Designs | Experimental

The axes are organized into categories: Acquisition, Management, Information, Progression, Meta, and Experience.


ACQUISITION AXES

These govern HOW and WHEN you get power.

1. Choice Timing

When do you make decisions about what powers to pursue?

Value Description Example
Pre-run Before the run starts (loadout, character, draft) Into the Breach team selection
Early-run Concentrated in opening phase Slice & Dice party draft
Distributed Spread throughout the run Hades boon choices
Milestone At specific progression points Monster Train champion upgrades
Reactive In response to situations (find, then decide) FTL event choices
Continuous Constant stream of micro-decisions TFT shop every round

Pacing

What triggers upgrade opportunities?

Value Description Example
Fixed interval Every N rooms/waves/minutes Vampire Survivors level-ups
Performance-based Better play = more upgrades Skill-gated rewards
Resource-gated Spend currency to upgrade Shops, FTL scrap
Event-triggered Tied to specific encounters Boss rewards
Player-controlled Choose when to upgrade Strategic timing of purchases
Continuous Constant small increments Idle game mechanics

2. Distribution Timing

When do powers become available to use?

Value Description Example
Immediate Get it, use it now Most action roguelites
Delayed-Random Acquired but randomly accessible Deckbuilder card draw
Delayed-Sequential Acquired but unlocks over time Skill trees with prerequisites
Conditional Available when conditions met Isaac's activated items (charge)
Frontloaded Have everything from the start Into the Breach mechs
Partitioned Power segmented; only one segment accessible at a time Stance systems, form switching

3. Agency

How much control over WHAT you get?

Value Description Example
Deterministic Choose exactly what you want Shop with fixed inventory
Curated Choose from limited options Pick 1 of 3
Influenced Affect the pool/probabilities Class filters available items
Serendipitous Find what you find FTL random events
Predetermined Fixed for this run, no choice Daily challenge seeds

4. Negative Acquisition

Do you gain negatives alongside positives?

Value Description Example
None Pure power growth Vampire Survivors
Optional Can choose to take risks Devil deals in Isaac
Coupled Positives come with negatives Parasites in Returnal
Forced Negatives accumulate regardless Corruption in Curse of the Dead Gods
Traded Must sacrifice to gain Darkest Dungeon stress

5. Scarcity

How abundant or rare are power options?

Value Description Example
Abundant Constant stream of options, more than you can take Vampire Survivors (frequent level-ups)
Moderate Enough options but meaningful constraints Slay the Spire (can't take everything)
Scarce Limited resources, must prioritize carefully FTL (limited scrap)
Competitive Shared pool, taking denies others TFT (other players reduce availability)
Drought/Feast Alternating periods of scarcity and abundance Some games with resource cycles
Time-pressured Spending time to acquire power increases difficulty/cost Risk of Rain (difficulty timer)

MANAGEMENT AXES

These govern how you HANDLE power once acquired.

6. Reversibility

Can you undo or change power choices?

Value Description Example
Permanent Locked in forever Isaac passive items
Transformable Can evolve/upgrade but not remove Card upgrades in Slay the Spire
Removable Can discard/destroy Card removal events
Swappable Equip/unequip, limited slots Dead Cells weapon slots
Sellable Trade back for resources Super Auto Pets selling units
Fluid Continuous reorganization Backpack Hero spatial arrangement

Commitment Weight

How heavy does each choice feel?

Value Description Example
Light Easy to undo or replace, low stakes per choice Super Auto Pets (can sell immediately)
Medium Permanent but many opportunities to choose Hades (permanent but frequent choices)
Heavy Few choices, each shapes the run significantly Monster Train champion path
Critical One or two choices determine everything Into the Breach team choice

7. Capacity

How many powers can you have?

Value Description Example
Unlimited Stack everything Risk of Rain 2 item stacking
Soft cap Diminishing returns or dilution Deckbuilders (bigger deck = less consistency)
Hard cap Fixed slots Vampire Survivors (6 weapons, 6 passives)
Contextual Different limits for different types Isaac (unlimited passives, 1-2 actives)
Dynamic Capacity itself can change Backpack size upgrades

8. Interaction

How do powers relate to each other?

Value Description Example
Independent Each stands alone Simple stat boosts
Synergistic Combinations provide bonuses Isaac item synergies
Exclusive Some lock out others Devil/Angel room exclusivity
Hierarchical Prerequisites, skill trees Traditional RPG skill trees
Competitive Powers vie for limited resource Mana/energy allocation
Systemic Complex emergent interactions Noita spell combinations

9. Upgrade Depth

How much can individual powers grow?

Value Description Example
Flat Acquired at full power Most Isaac items
Linear Can upgrade incrementally Hades boon levels
Branching Choose upgrade path Monster Train champion paths
Infinite Keep stacking/improving Risk of Rain 2 item stacking
Evolutionary Transforms into something else Vampire Survivors weapon evolutions

10. Power Source Diversity

Where does power come from?

Value Description Example
Single source One system provides all power Vampire Survivors (just upgrades)
Dual source Two distinct systems contribute Hades (boons + weapon aspects)
Multi-source Several independent power systems Isaac (items + pills + cards + trinkets + stats)
Interconnected Multiple systems that affect each other Darkest Dungeon (heroes + trinkets + skills + provisions + stress)

INFORMATION AXES

These govern what you KNOW about power.

11. Visibility

What can you see about available powers?

Value Description Example
Complete See all possibilities in the game Into the Breach (all teams visible)
Pool-visible See what's possible this run TFT (know the unit pool)
Forecast See upcoming options Hades door previews, Curse of the Dead Gods paths
Present See current options only Standard pick 1 of 3
Obscured Some information hidden Unknown item effects until used
Progressive Revealed through exploration/proximity Fog-of-war maps, gradually revealed skill trees
Blind No information Gacha pulls, mystery boxes

12. Comprehension

Do you understand what powers do?

Value Description Example
Transparent Clear, predictable effects Hades boon descriptions
Calculable Effects clear but require math Balatro multiplier calculations
Learnable Must discover through experience Isaac (hundreds of items, complex interactions)
Opaque Hard to evaluate even with knowledge Noita wand mechanics
Unknown Must discover what it even does Unidentified items, Isaac pills

PROGRESSION AXES

These govern how power CHANGES over time.

13. Growth Pattern

How does total power change through the run?

Value Description Example
Additive Monotonically gaining Most roguelites
Multiplicative Exponential scaling Risk of Rain 2 late-game
Subtractive Losing over time Stress/permadeath in Darkest Dungeon
Transformative Changing form, not necessarily growing Build pivots in TFT
Oscillating Power ebbs and flows Loop Hero (stronger each loop, but so is world)
Plateau Diminishing returns, power cap Some balanced roguelites

META AXES

These govern persistence and starting conditions.

14. Persistence

What carries between runs?

Value Description Example
Nothing Pure roguelike Traditional roguelikes
Unlocks New options become available Most roguelites
Upgrades Permanent stat increases Hades Mirror
Resources Currency/materials carry over Darkest Dungeon gold
Progress Story/world changes Hades story, Cult of the Lamb cult
Legacy Previous runs affect future runs Some elements in Rogue Legacy

15. Starting Variance

How different are run starts?

Value Description Example
Identical Always same start Pure starting position
Character-varied Different characters/classes Most roguelites
Loadout-varied Choose starting gear Hades keepsakes, weapons
Random-varied Random starting conditions Random starting items
Seeded Deterministic based on seed Daily challenges
Inherited Based on previous run Rogue Legacy traits

16. Run Identity

When does a run's "build" crystallize?

Value Description Example
Pre-determined Identity set before run Character choice is everything
Early-crystallizing First few choices define run Monster Train champion path
Emergent Identity emerges from opportunities Isaac "became a poison build"
Fluid Can pivot throughout TFT reroll compositions
Convergent All runs approach similar end state Limited viable builds

EXPERIENCE AXES

These govern how the player ENGAGES with power decisions.

17. Skill vs Build Ratio

What matters more for success?

Value Description Example
Execution-dominant Player skill matters most, build is secondary Spelunky (items help but skill dominates)
Build-dominant Right build matters most, execution is secondary Vampire Survivors (right build plays itself)
Balanced Both contribute meaningfully Hades, Slay the Spire
Knowledge-dominant Knowing interactions/mechanics matters most Isaac (knowing item interactions matters most)

Game Classifications

Framework | Games | Frequency | Designs | Experimental

The Binding of Isaac (Repentance)

1. Choice Timing: Distributed + Reactive

2. Distribution Timing: Immediate + Conditional

3. Agency: Serendipitous + Curated + Influenced

4. Negative Acquisition: Optional + Coupled + Forced

5. Scarcity: Moderate

6. Reversibility: Permanent + Transformable

7. Capacity: Contextual

8. Interaction: Highly Synergistic + Exclusive

9. Upgrade Depth: Flat + some Transformable

10. Power Source Diversity: Multi-source

11. Visibility: Present + Obscured

12. Comprehension: Learnable + Unknown

13. Growth Pattern: Additive + Transformative

14. Persistence: Unlocks

15. Starting Variance: Character-varied + Random-varied

16. Run Identity: Emergent

17. Skill vs Build Ratio: Knowledge-dominant + Balanced


Hades

1. Choice Timing: Distributed

2. Distribution Timing: Immediate

3. Agency: Curated + Influenced

4. Negative Acquisition: Optional

5. Scarcity: Moderate to Abundant

6. Reversibility: Permanent + Sellable

7. Capacity: Unlimited + Contextual

8. Interaction: Synergistic

9. Upgrade Depth: Linear + Evolutionary

10. Power Source Diversity: Multi-source

11. Visibility: Forecast + Present

12. Comprehension: Transparent

13. Growth Pattern: Additive

14. Persistence: Unlocks + Upgrades

15. Starting Variance: Loadout-varied

16. Run Identity: Emergent + Influenced

17. Skill vs Build Ratio: Balanced


Dead Cells

1. Choice Timing: Distributed + Pre-run

2. Distribution Timing: Immediate

3. Agency: Serendipitous + Curated

4. Negative Acquisition: Optional + Forced (higher difficulties)

5. Scarcity: Abundant

6. Reversibility: Swappable + Permanent

7. Capacity: Hard cap

8. Interaction: Synergistic

9. Upgrade Depth: Linear (meta) + Flat (within run)

10. Power Source Diversity: Multi-source

11. Visibility: Present + Forecast

12. Comprehension: Transparent

13. Growth Pattern: Additive

14. Persistence: Unlocks + Upgrades

15. Starting Variance: Loadout-varied + Character-varied

16. Run Identity: Emergent + Influenced

17. Skill vs Build Ratio: Balanced to Execution-dominant


Enter the Gungeon

1. Choice Timing: Distributed + Reactive

2. Distribution Timing: Immediate

3. Agency: Serendipitous + Curated

4. Negative Acquisition: Optional

5. Scarcity: Moderate

6. Reversibility: Permanent + Swappable (rarely useful)

7. Capacity: Unlimited (guns) + Contextual (active items)

8. Interaction: Synergistic

9. Upgrade Depth: Flat

10. Power Source Diversity: Multi-source

11. Visibility: Present

12. Comprehension: Learnable

13. Growth Pattern: Additive

14. Persistence: Unlocks

15. Starting Variance: Character-varied

16. Run Identity: Emergent

17. Skill vs Build Ratio: Balanced to Execution-dominant


Noita

1. Choice Timing: Reactive

2. Distribution Timing: Immediate

3. Agency: Serendipitous + Deterministic

4. Negative Acquisition: Coupled + Optional

5. Scarcity: Moderate to Scarce

6. Reversibility: Highly Swappable + Permanent

7. Capacity: Hard cap

8. Interaction: Systemic

9. Upgrade Depth: Transformative

10. Power Source Diversity: Multi-source

11. Visibility: Present + Obscured

12. Comprehension: Opaque + Learnable

13. Growth Pattern: Additive + Transformative

14. Persistence: Unlocks (minimal)

15. Starting Variance: Minimal + Random-varied

16. Run Identity: Emergent

17. Skill vs Build Ratio: Knowledge-dominant + Balanced


Nuclear Throne

1. Choice Timing: Distributed

2. Distribution Timing: Immediate

3. Agency: Curated + Serendipitous

4. Negative Acquisition: None

5. Scarcity: Moderate

6. Reversibility: Permanent + Swappable

7. Capacity: Hard cap

8. Interaction: Synergistic

9. Upgrade Depth: Flat

10. Power Source Diversity: Dual source + Character abilities

11. Visibility: Present

12. Comprehension: Transparent

13. Growth Pattern: Additive

14. Persistence: Unlocks

15. Starting Variance: Character-varied

16. Run Identity: Emergent + Influenced by character

17. Skill vs Build Ratio: Execution-dominant


Vampire Survivors

1. Choice Timing: Distributed

2. Distribution Timing: Immediate

3. Agency: Curated

4. Negative Acquisition: None

5. Scarcity: Abundant

6. Reversibility: Permanent + Evolutionary

7. Capacity: Hard cap

8. Interaction: Synergistic

9. Upgrade Depth: Linear + Evolutionary

10. Power Source Diversity: Single source + Character

11. Visibility: Present

12. Comprehension: Transparent

13. Growth Pattern: Additive (exponential in practice)

14. Persistence: Unlocks + Upgrades

15. Starting Variance: Character-varied + Loadout-varied

16. Run Identity: Early-crystallizing

17. Skill vs Build Ratio: Build-dominant


Brotato

1. Choice Timing: Distributed

2. Distribution Timing: Immediate

3. Agency: Curated + Influenced

4. Negative Acquisition: Optional + Character-based

5. Scarcity: Moderate

6. Reversibility: Swappable + Permanent

7. Capacity: Hard cap

8. Interaction: Synergistic

9. Upgrade Depth: Linear

10. Power Source Diversity: Dual source

11. Visibility: Complete

12. Comprehension: Transparent

13. Growth Pattern: Additive

14. Persistence: Unlocks

15. Starting Variance: Character-varied

16. Run Identity: Emergent + Influenced by character

17. Skill vs Build Ratio: Build-dominant + some Execution


SNKRX

1. Choice Timing: Distributed

2. Distribution Timing: Immediate

3. Agency: Curated + Influenced

4. Negative Acquisition: None

5. Scarcity: Moderate

6. Reversibility: Sellable + Swappable

7. Capacity: Hard cap

8. Interaction: Synergistic

9. Upgrade Depth: Linear

10. Power Source Diversity: Single source

11. Visibility: Complete + Pool-visible

12. Comprehension: Transparent

13. Growth Pattern: Additive

14. Persistence: Unlocks

15. Starting Variance: Character-varied

16. Run Identity: Emergent

17. Skill vs Build Ratio: Build-dominant + some Execution


20 Minutes Till Dawn

1. Choice Timing: Distributed

2. Distribution Timing: Immediate

3. Agency: Curated

4. Negative Acquisition: None (or minimal)

5. Scarcity: Abundant

6. Reversibility: Permanent

7. Capacity: Soft cap

8. Interaction: Synergistic

9. Upgrade Depth: Linear

10. Power Source Diversity: Dual source

11. Visibility: Present

12. Comprehension: Transparent

13. Growth Pattern: Additive

14. Persistence: Unlocks

15. Starting Variance: Character-varied + Loadout-varied

16. Run Identity: Emergent + Influenced by starting weapon

17. Skill vs Build Ratio: Balanced


Slay the Spire

1. Choice Timing: Distributed

2. Distribution Timing: Immediate + Delayed-Random

3. Agency: Curated + Influenced

4. Negative Acquisition: Optional

5. Scarcity: Moderate

6. Reversibility: Removable + Transformable

7. Capacity: Soft cap

8. Interaction: Synergistic

9. Upgrade Depth: Linear

10. Power Source Diversity: Multi-source

11. Visibility: Present + Complete + Forecast

12. Comprehension: Transparent

13. Growth Pattern: Additive + strategic Subtractive

14. Persistence: Unlocks

15. Starting Variance: Character-varied

16. Run Identity: Emergent

17. Skill vs Build Ratio: Balanced


Balatro

1. Choice Timing: Distributed

2. Distribution Timing: Immediate + Delayed-Random

3. Agency: Curated + Influenced

4. Negative Acquisition: Optional

5. Scarcity: Moderate

6. Reversibility: Sellable + Removable + Transformable

7. Capacity: Hard cap

8. Interaction: Highly Synergistic

9. Upgrade Depth: Transformable

10. Power Source Diversity: Multi-source

11. Visibility: Present + Complete

12. Comprehension: Calculable + Transparent

13. Growth Pattern: Multiplicative

14. Persistence: Unlocks

15. Starting Variance: Loadout-varied

16. Run Identity: Early-crystallizing + can be Fluid

17. Skill vs Build Ratio: Build-dominant + Knowledge-dominant


Peglin

1. Choice Timing: Distributed

2. Distribution Timing: Immediate + Delayed-Random

3. Agency: Curated

4. Negative Acquisition: Optional

5. Scarcity: Moderate

6. Reversibility: Removable + Transformable

7. Capacity: Soft cap

8. Interaction: Synergistic

9. Upgrade Depth: Linear

10. Power Source Diversity: Dual source

11. Visibility: Present + Complete

12. Comprehension: Transparent

13. Growth Pattern: Additive

14. Persistence: Unlocks

15. Starting Variance: Character-varied

16. Run Identity: Emergent

17. Skill vs Build Ratio: Balanced + Execution


Super Auto Pets

1. Choice Timing: Continuous

2. Distribution Timing: Immediate

3. Agency: Curated + Influenced

4. Negative Acquisition: None

5. Scarcity: Moderate

6. Reversibility: Sellable + Swappable

7. Capacity: Hard cap

8. Interaction: Highly Synergistic

9. Upgrade Depth: Linear

10. Power Source Diversity: Dual source

11. Visibility: Complete + Pool-visible

12. Comprehension: Transparent

13. Growth Pattern: Additive + Transformative

14. Persistence: Unlocks

15. Starting Variance: Identical + Loadout-varied

16. Run Identity: Fluid

17. Skill vs Build Ratio: Build-dominant + Knowledge-dominant


Teamfight Tactics (TFT)

1. Choice Timing: Continuous

2. Distribution Timing: Immediate

3. Agency: Curated + Influenced + Competitive

4. Negative Acquisition: None directly

5. Scarcity: Competitive + Resource-gated

6. Reversibility: Sellable + Swappable

7. Capacity: Hard cap

8. Interaction: Systemic

9. Upgrade Depth: Linear

10. Power Source Diversity: Multi-source

11. Visibility: Pool-visible + Forecast

12. Comprehension: Learnable

13. Growth Pattern: Oscillating

14. Persistence: Nothing within game

15. Starting Variance: Varied

16. Run Identity: Fluid + can Early-crystallize

17. Skill vs Build Ratio: Build-dominant + Knowledge-dominant


Dota Underlords

Very similar to TFT. Key differences noted:

1. Choice Timing: Continuous

2. Distribution Timing: Immediate

3. Agency: Curated + Influenced + Competitive

4. Negative Acquisition: None

5. Scarcity: Competitive

6. Reversibility: Sellable + Swappable

7. Capacity: Hard cap

8. Interaction: Systemic

9. Upgrade Depth: Linear (star upgrades)

10. Power Source Diversity: Multi-source

11. Visibility: Pool-visible

12. Comprehension: Learnable

13. Growth Pattern: Oscillating

14. Persistence: Nothing (ranked outside)

15. Starting Variance: Varied

16. Run Identity: Fluid

17. Skill vs Build Ratio: Build-dominant + Knowledge-dominant


Into the Breach

1. Choice Timing: Pre-run + Milestone

2. Distribution Timing: Frontloaded + Distributed

3. Agency: Deterministic + Curated

4. Negative Acquisition: None

5. Scarcity: Scarce

6. Reversibility: Permanent + Swappable

7. Capacity: Hard cap

8. Interaction: Highly Synergistic

9. Upgrade Depth: Linear

10. Power Source Diversity: Multi-source

11. Visibility: Complete + Transparent

12. Comprehension: Transparent

13. Growth Pattern: Additive (small increments)

14. Persistence: Unlocks + Legacy

15. Starting Variance: Loadout-varied

16. Run Identity: Pre-determined

17. Skill vs Build Ratio: Execution-dominant


FTL: Faster Than Light

1. Choice Timing: Reactive + Distributed

2. Distribution Timing: Immediate

3. Agency: Serendipitous + Curated

4. Negative Acquisition: Forced + Optional

5. Scarcity: Scarce

6. Reversibility: Permanent + Sellable + Swappable

7. Capacity: Hard cap

8. Interaction: Systemic

9. Upgrade Depth: Linear

10. Power Source Diversity: Multi-source

11. Visibility: Forecast + Present

12. Comprehension: Transparent

13. Growth Pattern: Additive

14. Persistence: Unlocks

15. Starting Variance: Character-varied

16. Run Identity: Emergent + Influenced by ship

17. Skill vs Build Ratio: Balanced


Spelunky 1/2

1. Choice Timing: Reactive

2. Distribution Timing: Immediate

3. Agency: Serendipitous + Curated

4. Negative Acquisition: Optional + Coupled

5. Scarcity: Scarce

6. Reversibility: Swappable + Consumable

7. Capacity: Hard cap

8. Interaction: Systemic

9. Upgrade Depth: Flat

10. Power Source Diversity: Multi-source

11. Visibility: Present

12. Comprehension: Learnable

13. Growth Pattern: Minimal

14. Persistence: Unlocks + minimal

15. Starting Variance: Character-varied (minor) + Identical

16. Run Identity: Minimal

17. Skill vs Build Ratio: Execution-dominant


Rogue Legacy (Early Game / Fresh Save)

1. Choice Timing: Pre-run + Distributed

2. Distribution Timing: Immediate

3. Agency: Curated + Serendipitous

4. Negative Acquisition: Forced + Optional

5. Scarcity: Scarce

6. Reversibility: Permanent + Swappable

7. Capacity: Hard cap

8. Interaction: Synergistic

9. Upgrade Depth: Linear

10. Power Source Diversity: Multi-source

11. Visibility: Present

12. Comprehension: Transparent

13. Growth Pattern: Additive (meta-progression focused)

14. Persistence: Upgrades + Resources

15. Starting Variance: Character-varied

16. Run Identity: Pre-determined by heir + accumulated upgrades

17. Skill vs Build Ratio: Balanced


Rogue Legacy (Late Game / Full Manor)

1. Choice Timing: Pre-run

2. Distribution Timing: Frontloaded

3. Agency: Curated

4. Negative Acquisition: Forced

5. Scarcity: Abundant

6. Reversibility: Permanent

7. Capacity: Hard cap

8. Interaction: Synergistic

9. Upgrade Depth: Maxed (completed progression)

10. Power Source Diversity: Multi-source

11. Visibility: Present

12. Comprehension: Transparent

13. Growth Pattern: Minimal within run

14. Persistence: Maxed

15. Starting Variance: Character-varied

16. Run Identity: Pre-determined

17. Skill vs Build Ratio: Build-dominant (normal play) + Execution-dominant (NG+ difficulties)


Risk of Rain 1

1. Choice Timing: Reactive

2. Distribution Timing: Immediate

3. Agency: Serendipitous + Curated (minor)

4. Negative Acquisition: Optional

5. Scarcity: Time-pressured

6. Reversibility: Permanent

7. Capacity: Unlimited

8. Interaction: Synergistic + Multiplicative

9. Upgrade Depth: Infinite

10. Power Source Diversity: Dual source

11. Visibility: Present

12. Comprehension: Transparent to Learnable

13. Growth Pattern: Multiplicative / Exponential

14. Persistence: Unlocks

15. Starting Variance: Character-varied

16. Run Identity: Emergent + can become Convergent

17. Skill vs Build Ratio: Balanced


Risk of Rain 2

Similar to RoR1, adapted to 3D:

1. Choice Timing: Reactive

2. Distribution Timing: Immediate

3. Agency: Serendipitous + Influenced

4. Negative Acquisition: Optional

5. Scarcity: Time-pressured

6. Reversibility: Permanent + Transformable

7. Capacity: Unlimited

8. Interaction: Synergistic + Multiplicative

9. Upgrade Depth: Infinite (stacking)

10. Power Source Diversity: Multi-source

11. Visibility: Present

12. Comprehension: Transparent

13. Growth Pattern: Multiplicative / Exponential

14. Persistence: Unlocks

15. Starting Variance: Character-varied + Loadout-varied

16. Run Identity: Emergent + can Convergent (when looping)

17. Skill vs Build Ratio: Balanced


Frequency Analysis

Framework | Games | Frequency | Designs | Experimental

Based on 22 game classifications (including Rogue Legacy Early/Late as separate entries).

1. Choice Timing

Pacing

2. Distribution Timing

3. Agency

4. Negative Acquisition

5. Scarcity

6. Reversibility

Commitment Weight

7. Capacity

8. Interaction

9. Upgrade Depth

10. Power Source Diversity

11. Visibility

12. Comprehension

13. Growth Pattern

14. Persistence

15. Starting Variance

16. Run Identity

17. Skill vs Build Ratio


Hypothetical Designs

Framework | Games | Frequency | Designs | Experimental

These are imaginary roguelite designs that explore the taxonomy's design space. The first three are archetypal — they use common options and resemble existing successful games. The remaining nine are experimental — they deliberately explore underused design space.


Archetypal Game 1: "Dungeon Cascade"

The Standard Action Roguelite

A room-clearing action roguelite where you fight through procedural dungeons, collecting items and abilities as you go. Combat is real-time with dodging, attacking, and ability usage. Think Hades meets Gungeon — the platonic ideal of the genre. Each floor contains combat rooms, treasure rooms, shops, and a boss. Clear a room, choose a reward from three options, move to the next. The formula works because it provides constant meaningful choices without overwhelming the player, and the real-time combat keeps moment-to-moment gameplay engaging even when the build is suboptimal.

1. Choice Timing: Distributed After clearing rooms, you're offered a choice of rewards. Boss rooms guarantee powerful items, while regular rooms offer smaller upgrades. The run is a constant stream of decisions from start to finish.

2. Pacing: Event-triggered + Resource-gated Upgrades appear after room clears (event-triggered) and in shops where you spend gold (resource-gated). You can't grind — progression is tied to advancement through the dungeon.

3. Distribution Timing: Immediate Every item works the moment you pick it up. No delayed unlocks, no cards to draw later — power is instant.

4. Agency: Curated + Serendipitous Room rewards let you pick 1 of 3 options (curated), but what appears in chests is random (serendipitous). Shops offer curated choices within a random inventory.

5. Negative Acquisition: Optional Cursed shrines offer powerful bonuses at a cost — take more damage, move slower, etc. These are always optional; you can ignore them entirely.

6. Scarcity: Moderate Enough upgrades to build something coherent, but not so many that every run feels the same. Gold and keys create meaningful resource tension.

7. Reversibility: Permanent Items cannot be removed or changed once taken. Choose carefully. Commitment Weight: Medium — permanent choices, but you make many of them.

8. Capacity: Hard cap You have limited active ability slots (3) and weapon slots (2). Passive items are unlimited but naturally constrained by what you find.

9. Interaction: Synergistic Items explicitly combo — the flaming sword deals bonus damage to oiled enemies, poison stacks with bleed, etc. Finding synergies is the core satisfaction.

10. Upgrade Depth: Linear Items can be upgraded at altars — +1, +2, +3 versions of each item. Simple numerical scaling.

11. Power Source Diversity: Multi-source Weapons, passive items, active abilities, character skills, and consumables all contribute to your build.

12. Visibility: Present You see what's in front of you — the three options after a room, the shop inventory, the chest contents when opened.

13. Comprehension: Transparent All items clearly describe their effects with exact numbers. No hidden mechanics.

14. Growth Pattern: Additive You get stronger throughout the run in a roughly linear fashion. No power loss, no major transformations.

15. Persistence: Unlocks Beating bosses and completing challenges unlocks new items, characters, and starting loadouts for future runs.

16. Starting Variance: Character-varied Six characters with different starting weapons, abilities, and stats. Each encourages different build paths.

17. Run Identity: Emergent Builds emerge from what you find. "This became a fire build" or "I'm doing a tank run" — identity crystallizes mid-run based on offerings.

Skill vs Build Ratio: Balanced Combat skill matters — dodging, positioning, timing. But build also matters — the right synergies make hard content manageable.


Archetypal Game 2: "Horde Breaker"

The Standard Survivors-like

A top-down auto-attacking survival game where you fight endless waves of monsters. You move, enemies come, your weapons fire automatically. Level up frequently, choose upgrades, survive 20 minutes. The genius of this formula is that it separates the "build" layer (choosing upgrades) from the "execution" layer (movement and positioning), letting players focus on one at a time. The constant stream of level-ups creates dopamine hits every few seconds, while the auto-attacking reduces mechanical demands and makes the game accessible to casual players while still rewarding optimization.

1. Choice Timing: Distributed Every level-up presents a choice of upgrades. You'll make 30-50 decisions per run, constantly shaping your build.

2. Pacing: Fixed interval XP fills a bar, bar fills = level up = choice. Early levels come fast (every 10 seconds), later levels take longer. Pure fixed interval based on XP accumulation.

3. Distribution Timing: Immediate Choose an upgrade, it works now. No delay, no conditions.

4. Agency: Curated Pick 1 of 3-4 options each level. Rerolls available but limited. You can't force specific builds, but you can shape probability through smart choices.

5. Negative Acquisition: None Pure power gain. No curses, no drawbacks. The only "negative" is opportunity cost.

6. Scarcity: Abundant Constant stream of upgrades. You'll max out multiple weapons and passives per run. The constraint is slots, not availability.

7. Reversibility: Permanent + Transformable Weapons can't be removed, but they evolve when paired with the right passive item. Evolution transforms a weapon into a stronger version. Commitment Weight: Medium — early choices shape evolution options.

8. Capacity: Hard cap 6 weapon slots, 6 passive slots. Strict limits force build decisions.

9. Interaction: Synergistic Passives affect weapons (area buffs weapon size, might buffs damage). Evolution requires specific weapon + passive pairs. Synergy is explicit and documented.

10. Upgrade Depth: Linear + Evolutionary Weapons level up 8 times, then evolve into final forms. Clear progression path per weapon.

11. Power Source Diversity: Single source Almost everything comes from the level-up system. Character choice adds starting weapon and passive bonuses, but the run is about the unified upgrade pool.

12. Visibility: Present See your current options. See your weapons and passives. Simple and clear.

13. Comprehension: Transparent "+10% damage" means +10% damage. Evolution requirements are listed. No mystery.

14. Growth Pattern: Additive (exponential in practice) Power scales dramatically. You go from struggling at minute 5 to annihilating everything at minute 15. The curve is steep but additive in structure.

15. Persistence: Unlocks + Upgrades Unlock new characters and weapons through achievements. Spend collected gold on permanent stat upgrades (PowerUps).

16. Starting Variance: Character-varied + Loadout-varied Different characters have different starting weapons and stats. Some characters let you choose starting weapon.

17. Run Identity: Early-crystallizing Your first 3-4 weapon choices largely define the run. Hard to pivot once you've committed slots.

Skill vs Build Ratio: Build-dominant Movement and positioning help, but the right build essentially plays itself. Build decisions are 80% of success.


Archetypal Game 3: "Spell & Steel"

The Standard Deckbuilder

A turn-based deckbuilding roguelite. You have a deck of cards representing attacks, defenses, and skills. Each combat, draw cards, play cards, defeat enemies. Between combats, add cards to your deck, remove cards, upgrade cards. The deckbuilder formula works because it creates two distinct skill expressions: strategic (building a coherent deck) and tactical (playing the hand you're dealt optimally). The delayed-random distribution timing means you must build for consistency, not just power. Thin decks that see their best cards every turn often outperform fat decks with more raw power but less reliability.

1. Choice Timing: Distributed After each combat, choose a card reward. Shops and events offer more choices. Decisions spread throughout the run.

2. Pacing: Event-triggered + Resource-gated Combat rewards (event-triggered) and shops/removal services (resource-gated with gold). Rest sites offer upgrade or heal choices.

3. Distribution Timing: Immediate + Delayed-Random Cards enter your deck immediately, but you access them through random draw during combat. The delay between acquisition and use is core to deckbuilding.

4. Agency: Curated + Influenced Pick 1 of 3 cards after combat (curated). Skip if nothing fits. Transform and removal events let you shape your deck (influenced). Some relics affect card pools.

5. Negative Acquisition: Optional Curses can be added through events, relics, or enemy effects. Always avoidable with careful play or choosing not to take risky rewards.

6. Scarcity: Moderate Can't take every card. Gold limits shop purchases. Removal costs resources. Must prioritize — thin decks often beat fat decks.

7. Reversibility: Removable + Transformable Cards can be removed at shops or events. Transform events change cards randomly. Commitment Weight: Medium — cards are permanent additions but removal is possible.

8. Capacity: Soft cap No hard limit on deck size, but larger decks dilute your draws. The implicit cap is "how consistent do you need to be?"

9. Interaction: Synergistic Cards combo within archetypes — poison cards feed Catalyst, strength cards feed Heavy Blade, etc. Building around synergies is the core skill.

10. Upgrade Depth: Linear Each card can be upgraded once at rest sites. Upgrades improve numbers or add effects.

11. Power Source Diversity: Multi-source Cards, relics (passive effects), potions (consumables). Three distinct power systems that interact.

12. Visibility: Present + Complete + Forecast See card rewards when offered. View your deck and relics anytime. Map shows upcoming node types (elite, shop, rest, boss).

13. Comprehension: Transparent Card text is precise. "Deal 6 damage" means 6 damage. Keyword glossary available.

14. Growth Pattern: Additive + strategic Subtractive Generally gaining power, but smart removal of bad cards (Strikes, Defends) is often more valuable than adding cards.

15. Persistence: Unlocks Winning and completing challenges unlocks new cards and relics for future runs.

16. Starting Variance: Character-varied Four characters with completely different card pools, mechanics, and strategies. The Warrior plays nothing like the Rogue.

17. Run Identity: Emergent "This became an exhaust deck" or "I'm going infinite with draw loops." Build identity emerges from early card choices and relic finds.

Skill vs Build Ratio: Balanced Deckbuilding decisions are crucial. In-combat card sequencing and math are equally crucial. Both matter for high-level play.


Experimental Game 1: "Loadout"

The All-Upfront Tactical Roguelite

Before each mission, you have 5 minutes to build your entire loadout: weapons, gadgets, skills, consumables. Then you deploy into a 15-minute mission with NO upgrades during play. Success depends entirely on preparation. Think XCOM loadout phase meets roguelite mission structure. The key insight is that most roguelites spread decisions across the run, but this game frontloads everything. You're essentially solving a puzzle: "Given these mission parameters and this equipment, what's the optimal loadout?" The mission itself becomes execution of your plan, not adaptation to new choices.

1. Choice Timing: Pre-run All choices happen before the mission. Once deployed, you have what you brought. The entire decision layer is frontloaded.

2. Pacing: Player-controlled No upgrade opportunities during missions. You control when the loadout phase ends by choosing to deploy.

3. Distribution Timing: Frontloaded Full power available from mission start. No power curve within the mission — you're at 100% from second one.

4. Agency: Deterministic You choose exactly what you bring. No randomness in loadout — if you own it, you can equip it. The randomness is in what missions offer and what enemies appear.

5. Negative Acquisition: Traded Equipment has weight. Bringing heavy weapons means less gadget space. Bringing more consumables means fewer passives. Every choice trades against something.

6. Scarcity: Moderate Enough equipment to build many loadouts, but weight limits mean you can't bring everything. Meaningful constraints force specialization.

7. Reversibility: Permanent Within a mission, equipment is fixed. Between missions, full loadout restructuring. Commitment Weight: Critical — your loadout IS the run. Wrong loadout = failed mission.

8. Capacity: Hard cap Weight limit creates a hard ceiling. 100 weight units, items cost 5-30 each. Math puzzle of fitting the best combination.

9. Interaction: Synergistic Equipment designed to combo. Stealth suit + silenced weapons + motion sensors. Heavy armor + shield + minigun. Synergies are explicit and planned.

10. Upgrade Depth: Flat (within run) + Linear (meta) No upgrades during missions. Between campaigns, equipment can be upgraded with collected resources.

11. Power Source Diversity: Multi-source Weapons, armor, gadgets, consumables, character skills. Many systems to balance in loadout construction.

12. Visibility: Complete Full visibility of your inventory, mission parameters, and enemy compositions before deploying. Information is power.

13. Comprehension: Transparent Equipment stats clearly listed. Mission parameters explicit. Plan with complete information.

14. Growth Pattern: Plateau No power growth during mission. You're as strong at the end as the start. Challenge comes from depleting resources (ammo, consumables) not gaining power.

15. Persistence: Unlocks + Resources Complete missions to unlock new equipment. Collect resources to upgrade existing gear. Strong meta-progression.

16. Starting Variance: Loadout-varied Your loadout IS your starting variance. Two players with identical unlocks could bring completely different builds.

17. Run Identity: Pre-determined Identity is set before the mission starts. "I'm doing a stealth run" or "I'm going loud" — decided in loadout, not discovered.

Skill vs Build Ratio: Balanced Loadout construction is a puzzle. Mission execution requires tactical skill. Bad loadout can't be saved by skill; bad skill wastes a good loadout.


Experimental Game 2: "Tide Runner"

The Resource Wave Roguelite

Resources come in waves. After drought periods with nothing, abundance floods in — more upgrades than you can hold. You must choose quickly during abundance, then survive the drought. Timing your upgrades to the resource tide is the core skill. The drought/feast pattern creates a fundamentally different emotional rhythm than most roguelites. During drought, you're focused purely on survival with what you have. During tide, you're making rapid decisions under time pressure. The contrast keeps both phases feeling distinct and meaningful.

1. Choice Timing: Milestone Upgrades only available during "tide" phases (every 3-4 areas). Between tides, no upgrade opportunities at all.

2. Pacing: Player-controlled + Milestone During tides, YOU decide when to stop and which upgrades to take. Tides last 60 seconds — grab what you can. Between tides, pure survival.

3. Distribution Timing: Immediate Whatever you grab during the tide works immediately. No delays.

4. Agency: Serendipitous + Influenced Tides wash up random items (serendipitous). Tide totems placed pre-run influence what categories appear (influenced) — place fire totem for more fire items.

5. Negative Acquisition: Coupled Some tide items are "cursed flotsam" — powerful but with drawbacks. Appears mixed with good items, must evaluate quickly during tide timer.

6. Scarcity: Drought/Feast Core mechanic. Drought phases have NO upgrades. Feast phases have MORE than you can process. Average is "moderate" but distribution is extreme.

7. Reversibility: Swappable Can drop items to pick up others during tide. Dropped items wash away. Commitment Weight: Medium — light during tide windows, heavy after they end.

8. Capacity: Hard cap 8 item slots. During tide, must decide what to keep vs what to swap. Hard choices when tide brings 20 items and you can hold 8.

9. Interaction: Synergistic Items combo. Tides that bring matching items feel amazing. Tides that bring mismatched items force hard choices.

10. Upgrade Depth: Flat Items are what they are. No upgrade system — just finding better versions during tides.

11. Power Source Diversity: Single source Just items from tides. No shops, no events, no alt systems. All power from the same source.

12. Visibility: Present (chaotic) During tides, items appear everywhere — on the ground, floating by. You see them but can't process everything. Deliberate information overload.

13. Comprehension: Transparent Items clearly labeled. Challenge isn't understanding — it's deciding fast enough.

14. Growth Pattern: Oscillating Power spikes during tides, then plateaus (or effectively decreases relative to scaling enemies) during droughts. Wave pattern of relative power.

15. Persistence: Unlocks Unlock new tide pools (different item categories), new totems (tide manipulation), new characters.

16. Starting Variance: Character-varied + Loadout-varied Characters start with different base abilities. Totem loadout affects tide composition.

17. Run Identity: Emergent What the tides bring defines your build. Plan for fire, but if tides bring ice, you adapt.

Skill vs Build Ratio: Balanced Tide navigation skill (quick evaluation, fast decisions). Drought survival skill (combat with limited power). Build quality depends on tide luck AND tide navigation skill.


Experimental Game 3: "The Branching Path"

The Skill Tree Roguelite

Instead of collecting items, you invest in a massive procedurally-generated skill tree. Each node unlocks adjacent nodes. Deep investment in one branch locks out distant branches. Your build is a path through possibility space. The key difference from normal skill trees: the tree is different every run. You can't memorize optimal paths. Instead, you must evaluate each tree fresh, reading its structure to find powerful node clusters and synergy chains. Deep investment in one branch yields stronger effects than shallow investment across many.

1. Choice Timing: Distributed Earn skill points throughout the run. Spend them anytime by opening the tree.

2. Pacing: Performance-based + Resource-gated Better combat performance = more XP = more skill points. Points are the resource; spending is player-controlled.

3. Distribution Timing: Immediate Unlock a node, gain its benefit now.

4. Agency: Deterministic You choose exactly which nodes to unlock. No randomness in the spending — only in tree generation at run start.

5. Negative Acquisition: None (Exclusive by structure) Nodes aren't negative, but taking some paths means not taking others. The tree structure creates implicit exclusion without explicit negatives.

6. Scarcity: Moderate Enough points to go deep in 2-3 branches, or shallow in many. Can't unlock everything.

7. Reversibility: Permanent Points spent are spent. No refunds. Commitment Weight: Heavy — each point commits you further to a path.

8. Capacity: Contextual No hard cap on how many nodes, but point economy limits total unlocks. Go wide and shallow or narrow and deep.

9. Interaction: Hierarchical + Exclusive Nodes deeper in tree are strictly stronger than shallow nodes. Tree branches are mutually exclusive in practice — can't reach both fire mastery and ice mastery in one run.

10. Upgrade Depth: Branching Core mechanic. Each node leads to multiple further nodes. Branches diverge and rarely reconnect.

11. Power Source Diversity: Single source Just the skill tree. All power comes from one unified system.

12. Visibility: Complete Full tree visible from start. Can plan your entire path. Deep knowledge rewards strategic planning.

13. Comprehension: Transparent All node effects clearly described. Optimal paths are calculable by theorycrafters.

14. Growth Pattern: Additive Steady upward progression as you invest more points. Later nodes are more powerful.

15. Persistence: Unlocks Unlock new "seed" trees — different tree structures for variety. Unlock starting positions deeper in trees.

16. Starting Variance: Random-varied Each run generates a new tree. Same meta-structure, different node arrangements and values.

17. Run Identity: Emergent You might plan a path, but tree generation might make that path weak. Identity emerges from adapting your plan to the generated tree.

Skill vs Build Ratio: Balanced Combat skill determines XP gain rate. Tree navigation skill (picking optimal paths) determines build quality. Both feed into final power.


Experimental Game 4: "The Expedition"

Route Planning + Resource Packing

Before each expedition, you see the full branching map: paths, encounters, rewards, and dangers. You plan your exact route AND pack supplies for that specific journey. Once you depart, the route is locked — you can only use what you brought. The strategy is matching preparation to plan. This combines the puzzle-like satisfaction of logistics planning with roguelite exploration. Seeing the full map beforehand transforms the game from reactive adaptation to proactive optimization. The challenge isn't dealing with surprises — it's solving the puzzle of "what's the optimal path through this specific dungeon, and what do I need to walk that path?"

1. Choice Timing: Pre-run (planning) + Milestone (resupply camps) Two phases: extensive pre-run planning, then rare resupply opportunities at camps along your chosen route. 90% of decisions happen before departure.

2. Pacing: Player-controlled + Event-triggered The loadout/route phase has no timer — think as long as you want. During expedition, resupply camps appear at planned milestones (every 3-4 nodes on your path).

3. Distribution Timing: Frontloaded + Distributed (supplies) Your build is frontloaded — you have it all from the start. But supplies (consumables, limited-use items) distribute as you consume them. Packing 10 health potions means distributing healing across the run.

4. Agency: Deterministic You see the entire map. You choose your exact path. You choose your exact loadout. Zero randomness in what you bring or where you go. Randomness only in combat execution.

5. Negative Acquisition: Traded Weight limits force tradeoffs. Every healing item is a damage item you didn't bring. Every utility tool is combat power you sacrificed. The pack has finite space.

6. Scarcity: Moderate You choose your scarcity level. Pack light and move fast but have less margin for error. Pack heavy and have resources but move slow (more encounters before resupply). Scarcity is a strategic variable you set.

7. Reversibility: Permanent Route cannot be changed once departed. Supplies are consumed as used. Commitment Weight: Critical — route and pack define everything. Bad planning = failed expedition.

8. Capacity: Hard cap (weight) Weight limit creates hard packing constraints. Different items have different weight-to-power ratios. Optimization puzzle in packing phase.

9. Interaction: Synergistic (planned) Items synergize, and you can plan synergies perfectly since you control what you bring. "I'm bringing the ice sword AND the freeze-shatter passive because I planned this combo."

10. Upgrade Depth: Flat (within expedition) + Linear (meta) No upgrades during expedition — you have what you packed. Between expeditions, equipment can be upgraded with collected resources.

11. Power Source Diversity: Multi-source Weapons, armor, consumables, tools, character abilities. Many systems to balance in packing.

12. Visibility: Complete (pre-run) + Present (during) Full map visible before departure. During expedition, see immediate surroundings and your remaining supplies.

13. Comprehension: Transparent All items, enemies, and path rewards clearly documented. Perfect information enables perfect planning.

14. Growth Pattern: Subtractive (within expedition) You start at full power (full supplies) and deplete over the expedition. Resource management is watching your power decrease and making it last.

15. Persistence: Unlocks + Resources Complete expeditions to unlock new equipment, routes, and characters. Collect resources for meta-upgrades.

16. Starting Variance: Loadout-varied Every expedition differs by what you bring and where you go. Even with same equipment, different routes create different experiences.

17. Run Identity: Pre-determined Identity is set before departure. "This is a speed-run with minimal supplies" or "This is a full-clear with heavy combat loadout" — decided in planning.

Skill vs Build Ratio: Balanced 80% of success is the planning phase — route selection and packing optimization. 20% is combat execution and resource timing during the expedition.


Experimental Game 5: "Stance Dancer"

Multiple Loadouts, Tactical Swapping

Before combat, you build three complete "stances" — different equipment sets, abilities, and playstyles. During combat, you can swap stances with a cooldown. One stance tanks, one deals damage, one provides utility. Mastering the dance between stances is the core skill. This creates a unique rhythm where you're constantly asking "which stance do I need right now?" The pre-built stances mean you've already made the build decisions; the skill expression is in reading situations and swapping at the right moments. It also triples the equipment you interact with per run, creating more complex build puzzles.

1. Choice Timing: Pre-run (stance building) + Reactive (stance swapping) Build all three stances before the run. During combat, reactively swap stances based on the situation. Both layers are critical.

2. Pacing: Player-controlled Stance building is unpaced (take your time). Stance swapping is player-controlled with a cooldown — you decide when to switch, but can't spam it.

3. Distribution Timing: Frontloaded + Partitioned All three stances exist from run start (frontloaded). But only one is active at a time — power is segmented across stances, and you swap between them (partitioned).

4. Agency: Deterministic (building) + Curated (during run) You choose exactly what goes in each stance. During runs, new items drop that you must assign to a stance — curated choices about where new power goes.

5. Negative Acquisition: Traded (between stances) Each item can only be in ONE stance. Putting the best sword in Stance A means Stances B and C don't have it. Trade-offs between stances.

6. Scarcity: Moderate Total power is moderate, but it's split three ways. Each individual stance feels scarce; the totality is abundant.

7. Reversibility: Swappable + Permanent Can reassign items between stances between runs. During a run, stance composition is locked. Commitment Weight: Medium — locked per run but flexible between runs.

8. Capacity: Hard cap per stance Each stance has limited slots: 2 weapons, 3 abilities, 4 passives. Total of 27 slots across all stances. Must distribute items strategically.

9. Interaction: Synergistic Items synergize within a stance. Stances complement each other — Tank stance protects while Damage stance is cooling down. The three-stance system should cover all situations.

10. Upgrade Depth: Linear Items upgrade through use. Items in your active stance when you gain XP level faster. Creates incentive to use all stances.

11. Power Source Diversity: Multi-source (unified by stance) Weapons, abilities, passives — but organized into three coherent packages rather than one pile.

12. Visibility: Complete (stances) + Present (combat) Full visibility of all three stances anytime. Combat visibility is standard.

13. Comprehension: Transparent Clear item effects. Clear stance swap cooldowns. The complexity is in stance composition, not hidden mechanics.

14. Growth Pattern: Additive (overall) + Oscillating (moment-to-moment) Overall power grows as items upgrade. Moment-to-moment power oscillates as you swap between stronger/weaker stances for different situations.

15. Persistence: Unlocks Unlock new items, new stance slots, new characters with different stance mechanics (some have 2 stances, some have 4).

16. Starting Variance: Loadout-varied (x3) Three loadouts means triple the starting variance. Huge build diversity.

17. Run Identity: Emergent Stance archetypes are pre-determined (Tank/Damage/Utility). But which stance dominates emerges from combat needs and item drops.

Skill vs Build Ratio: Balanced Stance building is deep (build skill). Stance swapping is reactive (execution skill). Combat within stances requires normal action game skill. All three layers matter.


Experimental Game 6: "Tide Caller"

Controlled Abundance Timing

You have a "Tide Gauge" that fills slowly during combat. At any time, you can release it to trigger an Abundance Phase — a 30-second window where upgrades rain down. But the longer you wait, the fuller the gauge, and the better the Abundance. The core tension: release early for safety, or hold for greater reward? This inverts the normal relationship between player and power acquisition. Instead of power coming TO you, you control WHEN power comes. The greed/safety tension creates dramatic moments: you're at 10% HP with a full gauge, knowing that if you can just survive 30 more seconds, you'll get amazing upgrades, but releasing now would be safer...

1. Choice Timing: Milestone + Distributed YOU decide when tide milestones occur by releasing the gauge. During abundance, standard distributed choices (pick 1 of 3, repeatedly).

2. Pacing: Player-controlled + Event-triggered Tide release is entirely player-controlled. Once released, abundance lasts 30 seconds — frantic decision-making under time pressure.

3. Distribution Timing: Immediate Upgrades grabbed during abundance work instantly.

4. Agency: Curated + Influenced Choose 1 of 3 during abundance (curated). Higher gauge = more options per choice (3 becomes 4 becomes 5). Gauge level influences quality.

5. Negative Acquisition: Coupled (tide risk) If you die while holding a full gauge, you lose significant progress. The "negative" is the risk of holding too long. Greed is punished.

6. Scarcity: Drought/Feast You control when abundance happens. Wait longer = more abundance when it comes. But waiting means surviving without upgrades. Scarcity is self-imposed through timing.

7. Reversibility: Permanent Upgrades grabbed during abundance are permanent. Commitment Weight: Medium — permanent choices but many of them during each abundance.

8. Capacity: Soft cap No hard limit, but upgrade pools have limited synergies. Eventually more upgrades provide diminishing returns.

9. Interaction: Synergistic Standard synergies. Finding combos during abundance is exciting — "yes, the synergy piece I needed appeared!"

10. Upgrade Depth: Linear Upgrades can level up. During abundance, existing upgrades can appear again to level.

11. Power Source Diversity: Single source All power from abundance phases. No shops, no events, no alternative sources. The tide is everything.

12. Visibility: Present + Forecast Standard combat visibility. Tide gauge always visible, forecasting expected abundance quality — information for decisions.

13. Comprehension: Transparent + Calculable Upgrade effects are clear. Gauge-to-quality relationship is calculable (X% gauge = Y expected quality).

14. Growth Pattern: Additive Flat between abundances, sharp spike during each. Power graph looks like stairs. Longer holds = taller steps.

15. Persistence: Unlocks Unlock new upgrade pools, new characters with different gauge mechanics, new abundance modifiers.

16. Starting Variance: Character-varied Different characters have different gauge speeds, abundance durations, and starting tide levels.

17. Run Identity: Emergent Build emerges from abundance choices. Early abundant runs differ from late abundant runs — timing shapes identity.

Skill vs Build Ratio: Balanced Combat skill (survive while holding gauge). Timing skill (when to release). Build skill (choices during abundance). Three distinct skill types.


Experimental Game 7: "Labyrinth of Choices"

The Skill Tree IS the Dungeon

The map is a massive branching skill tree. Each node is an encounter: combat, event, or treasure. Completing a node unlocks its bonus AND unlocks adjacent nodes. Your "build" is literally your path through the labyrinth. Going left precludes going right. The dungeon and character build are unified. This collapses the distinction between exploration and character building. In most roguelites, you explore a dungeon AND build a character — two parallel progressions. Here, they're identical. Every step you take is a build decision; every build decision is a navigation choice. This creates incredibly tight design where spatial reasoning and build planning become the same skill.

1. Choice Timing: Distributed (every node) Each node is a choice — complete it to gain its power and access its branches. Constant decision-making.

2. Pacing: Player-controlled You decide which node to attempt next. No forced pacing — explore at your own speed.

3. Distribution Timing: Immediate Complete a node, gain its power immediately.

4. Agency: Deterministic (pathing) + Serendipitous (loot within nodes) You choose which nodes to complete. What drops within combat nodes has randomness. Path is deterministic; loot is serendipitous.

5. Negative Acquisition: None Every step away from a branch makes it harder to reach later (more nodes between you and it). Deep branches become inaccessible. "Negatives" are opportunity costs enforced by geometry, not actual negative acquisition.

6. Scarcity: Moderate (forced by geometry) Can't complete every node — branches diverge, time is limited, some paths lock others. Geometry enforces scarcity.

7. Reversibility: Permanent (pathing) Can't un-complete a node or return to skipped branches (one-way paths). Commitment Weight: Heavy — each node commits you further down a branch.

8. Capacity: Unlimited (but geometry-limited) No hard cap on node bonuses, but you can only reach so many nodes. Practical limit from labyrinth structure.

9. Interaction: Hierarchical + Synergistic Deeper nodes are strictly stronger than shallow nodes (hierarchical). Nodes in the same branch synergize (synergistic within paths).

10. Upgrade Depth: Branching (literally) The entire upgrade system IS branching. Deeper nodes are upgraded versions of the branch's theme.

11. Power Source Diversity: Single source (unified) All power from node completion. The labyrinth is the only system.

12. Visibility: Complete + Progressive See the full map structure. Unvisited nodes show their type but not exact rewards — details revealed as you get closer.

13. Comprehension: Transparent Node rewards clearly shown when adjacent. No hidden mechanics.

14. Growth Pattern: Multiplicative Power grows as you complete nodes. Deeper nodes give more power — late-run growth accelerates exponentially.

15. Persistence: Unlocks Unlock new labyrinth "seeds" — different branch structures. Unlock starting positions deeper in labyrinths.

16. Starting Variance: Seeded Each run uses a labyrinth seed. Same seed = same layout. Different seeds = different strategic puzzles.

17. Run Identity: Emergent Your path IS your build. "I went fire branch into AoE" is both your route and your character identity. Unified.

Skill vs Build Ratio: Balanced Reading the labyrinth and choosing optimal paths is 60%. Combat execution within nodes is 40%. Strategic pathing matters most.


Experimental Game 8: "The Bloodline Labyrinth"

Generational Skill Tree Navigation

The skill tree IS your family tree — ancestors' choices determine your starting position, and your choices become your descendants' inheritance. Each run you play the latest heir of a dungeon-delving dynasty. Unlike Rogue Legacy where traits are random, here inheritance is deterministic and strategic. You're not just playing one run — you're cultivating a bloodline across many generations. Early generations sacrifice themselves to develop branches that later generations will benefit from. The multi-generational perspective creates unique long-term planning where a "bad" run can still be strategically valuable for the dynasty.

1. Choice Timing: Pre-run (lineage selection) + Distributed (skill unlocks) Before each run, choose which ancestor to descend from (different inherited skills). During the run, earn points and unlock nodes like a standard skill tree.

2. Pacing: Milestone (generational) + Performance-based (within run) Major decisions happen between generations (which line to continue, which skills to "master"). Within a run, skill point acquisition is performance-based — better combat yields more points.

3. Distribution Timing: Frontloaded + Immediate Some power is inherited at run start (frontloaded from lineage). Additional power is gained immediately as you unlock nodes during the run.

4. Agency: Deterministic (both layers) You choose which ancestor to descend from. You choose which nodes to unlock. No randomness in the skill tree itself — only in dungeon encounters.

5. Negative Acquisition: Traded Choosing one ancestor means not choosing another. Investing in fire mastery across generations makes it harder to develop ice mastery — your bloodline is specialized by its history.

6. Scarcity: Abundant Within a run, skill points feel abundant because your ancestors invested in this tree. That abundance was built through many generations of careful investment.

7. Reversibility: Permanent (generationally) Skills mastered at death become permanent additions to the family tree. You can't un-master a skill, can't prune branches. Commitment Weight: Critical — mastery choices affect many future descendants.

8. Capacity: Dynamic Capacity grows across generations. A first-generation character has few options. A hundredth-generation character starts with an elaborate tree of ancestral investments.

9. Interaction: Hierarchical + Synergistic Deeper nodes require parent nodes (hierarchical). Inherited traits from different ancestors might synergize in unexpected ways — grandmother's fire affinity with grandfather's area effects.

10. Upgrade Depth: Evolutionary Traits evolve across generations. A weak fire affinity becomes strong after five fire-focused generations. The tree deepens through sustained investment.

11. Power Source Diversity: Single source (family tree) All power from the family skill tree. The tree is the only system — but it's shaped by generational history.

12. Visibility: Complete (historical) Full tree visible including ancestor choices, undeveloped branches, and potential paths. Family history is fully transparent.

13. Comprehension: Transparent + Learnable Node effects are clear. But inheritance to descendants has probability — a child MIGHT inherit a mastered skill. Learning inheritance odds takes time.

14. Growth Pattern: Additive + Multiplicative Normal additive growth during a run. Bloodlines trend upward across generations through accumulated inheritance — multiplicative effects compound over many generations.

15. Persistence: Legacy The game IS persistence. Everything feeds the bloodline. Previous runs directly affect future runs through inheritance — true progress is generational. Individual runs are chapters in a dynasty's story.

16. Starting Variance: Inherited Starting position depends entirely on your chosen ancestor. Two players at the same generation could have wildly different bloodlines based on their ancestors' choices.

17. Run Identity: Pre-determined Individual runs emerge from skill choices, but overall identity is shaped by bloodline. A fire-focused bloodline character is predisposed toward fire builds before the run even starts — identity is pre-determined by ancestry.

Skill vs Build Ratio: Balanced Combat skill matters each generation. Eugenics skill (planning optimal bloodlines across generations) matters for long-term success. Both contribute — immediate and generational.


Experimental Game 9: "The Gambler's Dungeon"

Bet-Based Build Construction

Before each run, you place bets on your own performance at the betting house. Bet on killing 50 enemies? You get damage equipment but lose everything if you fail. Your bets shape your build, and your build must fulfill your bets. This creates a fascinating self-assessment loop: you must accurately judge your own capabilities to bet optimally. Overconfident bets give great equipment but doom you to failure. Underconfident bets are safe but leave power on the table. Learning to bet accurately IS learning to play the game. The betting house becomes a mirror reflecting your skill level.

1. Choice Timing: Pre-run All bets are placed before the run. During the run, you have no new choices — only performance toward fulfilling bets. The build IS the bets.

2. Pacing: Event-triggered The run is punctuated by bet checkpoints. "Kill 10 enemies by Room 3" creates event-triggered pacing where specific moments must deliver results.

3. Distribution Timing: Frontloaded (bet-provided equipment) All equipment is received before entry based on your bets. Bet on speedrunning? You get speed equipment immediately. No mid-run rewards.

4. Agency: Deterministic (betting) You choose exactly what bets to place. Bet conditions are explicit, equipment provided is clear. No randomness in the build — only in dungeon encounters.

5. Negative Acquisition: Traded (risk ↔ reward) You trade safety for power. Each bet increases potential reward but also potential loss. Conservative bets give modest equipment; aggressive bets give powerful equipment with harder conditions.

6. Scarcity: Moderate Conservative bets = scarcity. Aggressive bets = abundance with risk. Average out to moderate scarcity overall — you choose your position on the spectrum through bet ambition.

7. Reversibility: Permanent (bet-locked) Bets cannot be canceled. Equipment cannot be returned. Fail a bet, lose everything. Commitment Weight: Critical — bets are life-or-death commitments.

8. Capacity: Dynamic More aggressive bets provide more equipment slots. Conservative betting limits your capacity. The ceiling is how much you dare to wager — capacity is dynamic based on betting choices.

9. Interaction: Synergistic (bet combos) Certain bets synergize. "Kill quickly" + "Take no damage" provide equipment that combos into glass cannon builds. Parlay bets combine conditions for multiplicative rewards.

10. Upgrade Depth: Flat (within run) No upgrades during the run — you have what your bets provided. The "depth" is in bet selection before running.

11. Power Source Diversity: Single source (bets) All power from bet-provided equipment. No shops, no drops, no alternative sources. Your bets are your entire build.

12. Visibility: Complete Bet conditions fully disclosed. Equipment provided fully visible. Win/lose conditions clear. No hidden information — the gamble is in your execution, not hidden rules.

13. Comprehension: Transparent Exact numbers visible for all bets and equipment. Perfect information for calculating risk/reward ratios.

14. Growth Pattern: Plateau No power growth during the run. You're as strong at minute one as minute ten — you start at full power and plateau there. The "growth" is fulfilling bet conditions, not gaining power.

15. Persistence: Unlocks + Resources Successful bets unlock new bet types and equipment. But winnings can also be wagered on future runs — bet your accumulated resources for bigger rewards, lose them if you fail.

16. Starting Variance: Loadout-varied Every run differs by what you bet — bets determine your equipment loadout. Two players with identical unlocks could place completely different bets and have completely different starting loadouts.

17. Run Identity: Pre-determined (by bets) Identity is set at the betting house. "I'm doing a speed run" or "I'm doing a no-damage run" — your bets define who you are before entering.

Skill vs Build Ratio: Balanced Knowing your capabilities and betting accurately is 50%. Executing to fulfill those bets is 50%. Overconfident bets doom you; underconfident bets limit you.


Experimental Games Frequency Analysis

Framework | Games | Frequency | Designs | Experimental

Based on 9 experimental game designs (excluding the 3 archetypal games).

1. Choice Timing

Pacing

2. Distribution Timing

3. Agency

4. Negative Acquisition

5. Scarcity

6. Reversibility

Commitment Weight

7. Capacity

8. Interaction

9. Upgrade Depth

10. Power Source Diversity

11. Visibility

12. Comprehension

13. Growth Pattern

14. Persistence

15. Starting Variance

16. Run Identity

17. Skill vs Build Ratio

Notable Patterns

Compared to the 22 real games:


Summary: Design Space for New Roguelites

The experimental designs reveal a consistent pattern: they trade randomness for player control. Where real roguelites typically use Curated or Serendipitous agency (letting RNG shape runs), the experimental games overwhelmingly favor Deterministic agency — the player decides exactly what they get. This represents a fundamental shift from "adapt to what you find" toward "plan and execute." The trade-off is clear: deterministic systems offer deeper strategic planning but sacrifice the surprise and adaptability that define traditional roguelike appeal. Developers exploring this space should consider hybrid approaches like Labyrinth of Choices, which uses deterministic pathing but serendipitous loot within nodes.

The experimental games also cluster around frontloaded decision-making with critical commitment weight. Five of nine games use Pre-run choice timing, and four use Critical commitment weight — meaning a small number of choices define the entire run. Real games rarely do this (Into the Breach being the notable exception). This creates a different emotional arc: instead of gradually discovering your build, you architect it upfront and then test your design. The satisfaction shifts from "look what emerged" to "my plan worked." For developers, this suggests an underexplored design space: roguelites where the run is won or lost in the planning phase, with execution serving as validation rather than adaptation.

Several framework options went completely unused in the 22 real games but appear in experimental designs: Traded negative acquisition, Drought/Feast scarcity, Plateau growth pattern, and Dynamic capacity. These represent genuinely unexplored territory. Traded negatives (where gaining power requires sacrificing something) appeared in five experimental games but zero real ones — a striking gap given how common trade-off mechanics are in other genres. Drought/Feast scarcity, where resources alternate between absence and overwhelming abundance, creates a rhythm fundamentally different from the steady drip of most roguelites. Developers looking to differentiate should examine these unused options as starting points.

The experimental games also show a strong preference for Single source power diversity (6/9) compared to real games (2/22). This suggests that innovative roguelites might benefit from committing fully to one unified system rather than layering multiple semi-independent systems. When power comes from a single source — whether it's a skill tree, a betting mechanic, or a tide gauge — that system can be deeper and more mechanically distinctive. The complexity comes from the system's internal richness rather than from juggling multiple systems. This is the opposite of the "more systems = more depth" assumption that drives many roguelite designs.

Finally, the complete absence of Build-dominant or Execution-dominant designs in the experimental games is notable. Every experimental game targets Balanced skill/build ratio. This may reflect a design philosophy that interesting new mechanics should matter for both planning and execution, rather than tilting heavily toward either. It may also represent a blind spot — perhaps the most innovative unexplored designs are ones that go fully Build-dominant (the game plays itself once properly constructed) or fully Execution-dominant (moment-to-moment skill matters far more than build choices). The space at the extremes remains largely uncharted.