agentleFS
smileynetsmileynet/game-spice/skills/mechanics-palette/SKILL.md

mechanics-palette

Skill0 starsChanged 9 months agoMITView on GitHub

Curated catalog of game mechanics organized for discovery and creative combination. Use when brainstorming game ideas, exploring what mechanics to include, combining mechanics from different genres, evaluating mechanic compatibility, or building a game concept from scratch. Covers movement, combat, building, collection, cards, management, social, puzzle, temporal, and progression mechanics with mashup patterns and guided exploration prompts.

The file

We split this skill into the rules it gives an agent

1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use these prompts to walk through mechanic discovery during brainstorming:

    line 39

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Game Mechanics Palette

A vocabulary of game mechanics organized by what the player does — for browsing, evaluating, and creatively combining during brainstorming.

Quick Reference — Mechanics at a Glance

CategoryCore VerbsRepresentative Mechanics
MovementMove, jump, traversePlatforming, flight, teleportation, wall-running, grappling
CombatAttack, defend, evadeMelee combo, ranged/projectile, parry/counter, stealth takedown, AoE
Building & CraftingPlace, construct, shapeConstruction, crafting recipes, terraforming, tower placement, automation
Collection & ResourceGather, harvest, extractLooting, fishing, mining, farming, foraging
Cards & DeckbuildingDraw, play, buildDraw/play cycles, deck construction, hand management
ManagementAllocate, optimize, directCity/base building, unit control, scheduling
Social & NegotiationTrade, persuade, allyTrading, diplomacy, recruitment, relationship building
Puzzle & LogicSolve, match, deducePattern matching, spatial reasoning, physics manipulation, sequencing
TemporalTime, react, syncTurn-based, real-time with pause, time rewind, rhythm/timing
Progression & MetaUnlock, upgrade, evolveSkill trees, equipment, mutations, roguelike meta-progression

Mashup Patterns

Named strategies for combining mechanics from different categories. Each creates a distinct design space.

PatternHow It WorksExample Games
Loop NestingOne genre's mechanics as core loop, another's as meta loopSlay the Spire (roguelike meta + deckbuilder core), FTL (roguelike meta + management core)
Verb + Context ShiftFamiliar mechanic in an unfamiliar setting or genre contextBattle Chef Brigade (cooking + combat), Pyre (basketball + visual novel)
Opposing ForcesTwo mechanics that create natural tension by pulling in opposite directionsFortnite (building + destruction), MGSV (stealth + loud combat), Subnautica (exploration + survival pressure)
Scale ShiftMicro-level mechanic applied at macro scale, or vice versaInto the Breach (puzzle thinking at tactics scale), Katamari (collection at physics-world scale)
System MergerTwo independent systems that share a scarce resource, forcing trade-offsInscryption (deckbuilding + escape room share attention), Hades (combat + relationship building share runs)

Guided Exploration Prompts

Use these prompts to walk through mechanic discovery during brainstorming:

  1. Core Verb Discovery — "What does the player DO most often? Pick a single verb." Start from the action, not the genre.
  2. Palette Browsing — "Here are the mechanics in [category]. Which resonate? Pick 1-3." Start with the category matching the core verb, then offer one adjacent category.
  3. Cross-Genre Raid — "What's a mechanic from a completely different genre that could add surprise?" Pick a category with zero overlap. Use mashup patterns to frame the combination.
  4. Tension Check — "Do these mechanics create interesting friction, or do they fight each other?" Good tension = choices. Bad friction = contradictory player skills. No tension = power fantasy without cost.
  5. Loop Integration — "How do these mechanics feed into each other? Can you trace a core loop?" If a mechanic doesn't connect to the loop, cut it for MLP.
  6. Aesthetic Alignment — "Which MDA aesthetics does this combination serve?" A strong combination serves 1-2 aesthetics. If 4+ directions, narrow down.

Deep Dives

  • (see mechanics-palette/palette.md for all 10 mechanic categories with full tables and design notes)
  • (see mechanics-palette/mashups.md for mashup pattern deep dive: Loop Nesting, Verb+Context Shift, Opposing Forces, Scale Shift, System Merger)

See Also

  • design-frameworks — MDA for evaluating mechanic combinations, core loop design for integration testing (see design-frameworks → MDA Framework)
  • scoping — Turn mechanic selections into an MLP scope (see scoping → MLP Scoping Process)
  • antipatterns — Kitchen Sink warning: too many mechanics without integration (see antipatterns/catalog.md → Kitchen Sink Design)
  • economy-design — Resource mechanics need economy planning (see economy-design)
  • difficulty-design — Challenge type selection follows from mechanic choices (see difficulty-design → Challenge Types)

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