Battle Patterns
Combat Risk/Reward Tuning Gates — How Spelunky, Hades, and Dead Cells Make Players Choose to Suffer
A structural pattern for roguelike difficulty scaling that treats risk-reward as tunable gates, not a single difficulty slider
Battle Patterns
A structural pattern for roguelike difficulty scaling that treats risk-reward as tunable gates, not a single difficulty slider
Battle Patterns
A pattern for making combat feel like rock-paper-scissors instead of a DPS race
Battle Patterns
A data-driven pattern for spatial status effect spread that prevents infinite loops and frame spikes
UI/UX Checklists
If you are building an action roguelike, tactical roguelike, or deck-driven combat game, damage numbers are not just cosmetic polish. They are a core feedb
UI/UX Checklists
A practical checklist for deciding when roguelike UI should be diegetic, spatial, meta, or a conventional HUD layer.
Engine-Agnostic Workflows
How to separate combat logic from engine APIs so the same system runs across four engines with only thin adapters
Engine-Agnostic Workflows
A practical engine-agnostic guide to using event buses and observer-style messaging in roguelike game architecture without turning every system into global state.
Engine-Agnostic Workflows
An engine-agnostic workflow for using object pools to reduce allocation spikes in real-time games and roguelikes.
Engine-Agnostic Workflows
How to design crafting, alchemy, and currency systems that give every run a satisfying factory-floor feeling