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Game Mechanics

🎮 Core Gameplay Systems

Primary Mechanics

[Mechanic Name 1]

Description: [Detailed explanation of the core mechanic]

  • Input Method: [e.g., Mouse click, Keyboard, Controller button]
  • Feedback: [e.g., Visual, Audio, Haptic]
  • Frequency: [e.g., Continuous, On-demand, Timed]
  • Difficulty Curve: [How it becomes more challenging over time]

[Mechanic Name 2]

Description: [Another core gameplay element]

  • Input Method: [Input required]
  • Feedback: [Player feedback]
  • Frequency: [When it occurs]
  • Difficulty Curve: [Progression complexity]

[Mechanic Name 3]

Description: [Third core mechanic]

  • Input Method: [Input required]
  • Feedback: [Player feedback]
  • Frequency: [When it occurs]
  • Difficulty Curve: [Progression complexity]

Secondary Mechanics

[Secondary Mechanic 1]

Description: [Supporting gameplay element]

  • Purpose: [Why it exists]
  • Integration: [How it connects to core mechanics]

[Secondary Mechanic 2]

Description: [Another supporting element]

  • Purpose: [Why it exists]
  • Integration: [How it connects to core mechanics]

🎯 Player Actions

Basic Actions

ActionInputDescriptionCooldownEnergy Cost
MoveWASD/Arrow KeysPlayer movementNoneNone
InteractE/ClickInteract with objectsNoneNone
JumpSpaceJump actionNoneNone
[Action][Key][Description][Time][Cost]

Advanced Actions

ActionInputDescriptionRequirementsLimitations
[Advanced Action][Key Combo][Description][Prerequisites][Restrictions]
[Special Move][Input][Description][Requirements][Cooldowns]

🎲 Game Systems

Progression System

  • Experience Points: [How players gain XP]
  • Leveling: [What happens when leveling up]
  • Skill Trees: [Available upgrades and abilities]
  • Unlocks: [What becomes available over time]

Resource Management

  • Primary Resource: [e.g., Health, Energy, Currency]
    • Maximum: [e.g., 100 HP]
    • Regeneration: [e.g., 1 HP per second]
    • Consumption: [e.g., 10 HP per action]
  • Secondary Resources: [Other important resources]

Inventory System

  • Capacity: [e.g., 20 slots]
  • Item Types: [e.g., Weapons, Consumables, Key Items]
  • Stacking: [e.g., Consumables stack to 99]
  • Sorting: [e.g., Auto-sort by type]

🎪 Game Modes

Single Player

  • Story Mode: [Main campaign experience]
  • Challenge Mode: [Specific challenges or puzzles]
  • Exploration Mode: [Free exploration without objectives]

Multiplayer (if applicable)

  • Cooperative: [How players work together]
  • Competitive: [How players compete]
  • Player Count: [e.g., 2-4 players]

🎮 Controls & Input

PC Controls

Movement: WASD or Arrow Keys
Camera: Mouse
Interact: E or Left Click
Jump: Space
Sprint: Left Shift
Crouch: Left Ctrl
Menu: Escape
Inventory: Tab

Console Controls

Movement: Left Stick
Camera: Right Stick
Interact: A/X
Jump: B/Circle
Sprint: Left Trigger
Crouch: Right Trigger
Menu: Start/Options
Inventory: Select/Share

Mobile Controls (if applicable)

  • Touch Controls: [Virtual buttons, gestures]
  • Gyroscope: [Motion controls if used]
  • Haptic Feedback: [Vibration patterns]

🎯 Difficulty & Balance

Difficulty Levels

  • Easy: [Modifications for easier gameplay]
  • Normal: [Standard difficulty]
  • Hard: [Increased challenge]
  • Expert: [Maximum difficulty]

Dynamic Difficulty

  • Adaptive AI: [How AI adjusts to player skill]
  • Scaling: [How challenges scale with player progress]
  • Assistance: [Help systems for struggling players]

🏆 Scoring & Progression

Scoring System

  • Points: [How points are earned]
  • Multipliers: [How to increase score]
  • Bonuses: [Special scoring opportunities]
  • Leaderboards: [Competitive scoring]

Achievement System

  • Categories: [e.g., Exploration, Combat, Collection]
  • Requirements: [What unlocks achievements]
  • Rewards: [What players get for achievements]

🔄 Game Flow

Session Structure

  1. Opening: [How each session begins]
  2. Warm-up: [Initial gameplay to get player engaged]
  3. Main Content: [Core gameplay experience]
  4. Climax: [Peak intensity or challenge]
  5. Resolution: [How sessions end]
  6. Rewards: [What players gain from completing sessions]

Save System

  • Auto-save: [When the game saves automatically]
  • Manual Save: [How players can save manually]
  • Save Slots: [Number of save files available]
  • Cloud Save: [Online save synchronization]

🎪 Special Mechanics

Unique Features

  • [Feature Name]: [Description of what makes this special]
  • [Feature Name]: [Another unique element]
  • [Feature Name]: [Third distinctive feature]

Innovation Elements

  • [Innovation]: [What's new or different about this game]
  • [Innovation]: [Another innovative aspect]

🎮 Accessibility

Visual Accessibility

  • Color Blind Support: [Colorblind-friendly design]
  • Text Size: [Adjustable text scaling]
  • High Contrast: [High contrast mode options]

Audio Accessibility

  • Visual Audio: [Visual indicators for audio cues]
  • Subtitles: [Text alternatives for audio]
  • Audio Descriptions: [Narration for visual elements]

Motor Accessibility

  • Remappable Controls: [Customizable input mapping]
  • One-Handed Play: [Options for limited mobility]
  • Timing Adjustments: [Flexible timing requirements]

🎯 Testing & Iteration

Playtesting Focus Areas

  • Tutorial Effectiveness: [How well players learn the game]
  • Difficulty Curve: [Appropriate challenge progression]
  • Control Responsiveness: [Input lag and responsiveness]
  • Fun Factor: [Engagement and enjoyment]

Metrics to Track

  • Completion Rates: [How many players finish levels]
  • Time to Complete: [Average session and total playtime]
  • Death/Retry Rates: [How often players fail]
  • Feature Usage: [Which mechanics players use most]

This document should be updated as mechanics are refined through playtesting and development.

Released under the MIT License.