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System Design

Mechanics and Progression

No Room For Tailor
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Design Pillar Examples in No Room For Tailor:

Mechanics and Progression:

  • Start weak and grow into a killing machine.
  • Combat styles by players choice.

Enemies:

  • Action, surprise and fast combat.
  • High enemy count for juicyness.
  • Challenge movement and reaction time. Challenge priorisation. Challenge positioning.

Immersion and Awareness

Arktonis13
Immersion Arktonis13 Immersion Arktonis13

Design Pillar Examples in Arktonis 13:

Immersion:

  • Explicit narrative gameplay moments reflect the inner world of the protagonist.
  • High tension and surprises to build momentum for narrative moments.