Knowledge collection

Combat & Encounters

Design readable combat loops, enemy behavior, pacing, status effects, and risk gates.

6 guides

Published articles only. Staging drafts remain private.

3 min read

Enemy AI State Machine Design: A Practical Guide for Roguelikes

Who this helps: Developers building enemy AI for roguelike games, programmers working on boss phase systems, and system designers who want a reusable finite state machine architect

aistate-machine
5 min read

Session Tension Curve Design: Controlling Player Emotion as a System

Who this helps: Developers tuning combat pacing or level design in roguelikes, system designers who need to convert "feels flat" feedback into structural solutions, and game design

roguelikepacing
6 min read

Combat Loop Pacing: Designing Tension-Relief Cycles for Roguelike Encounters

Who this helps : Roguelike combat system designers, technical leads who inherited a difficulty curve but still hear "combat feels repetitive" in feedback, and system programmers wo

roguelikecombat
5 min read

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

public-siteenglish
4 min read

Status Effect Propagation Architecture - How Chain Lightning, Contagion, and Freeze-Shatter Work in Games

A data-driven pattern for spatial status effect spread that prevents infinite loops and frame spikes

public-siteenglish
4 min read

The Interrupt Meta - How Stagger, Priority, and Cancel Windows Create Combat Depth

A pattern for making combat feel like rock-paper-scissors instead of a DPS race

public-siteenglish