Mechanics and Progression
Design Pillar Examples in No Room For Tailor:
Mechanics and Progression:
Start weak and grow into a killing machine.
Combat styles by players choice.
Action, surprise and fast combat.
High enemy count for juicyness.
Challenge movement and reaction time. Challenge priorisation. Challenge positioning.
Immersion and Awareness
Design Pillar Examples in Arktonis 13:
Explicit narrative gameplay moments reflect the inner world of the protagonist.
High tension and surprises to build momentum for narrative moments.