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    <title>LLM Wiki - Roguelike Game Development Guides</title>
    <link>https://llmwiki.space/</link>
    <description>Practical design patterns, technical workflows, and research-backed guides for indie game developers.</description>
    <language>en</language>
    <lastBuildDate>Sun, 26 Jul 2026 00:00:00 GMT</lastBuildDate>
    <item>
      <title>Combat Loop Pacing: Designing Tension-Relief Cycles for Roguelike Encounters</title>
      <link>https://llmwiki.space/en/content/battle-patterns/2026-06-27-combat-loop-pacing-tension-relief-cycles/</link>
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      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>Who this helps : Roguelike combat system designers, technical leads who inherited a difficulty curve but still hear &quot;combat feels repetitive&quot; in feedback, and…</description>
    </item>
    <item>
      <title>Combat Risk/Reward Tuning Gates — How Spelunky, Hades, and Dead Cells Make Players Choose to Suffer</title>
      <link>https://llmwiki.space/en/content/battle-patterns/2026-06-27-combat-risk-reward-tuning-gate/</link>
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      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>A structural pattern for roguelike difficulty scaling that treats risk-reward as tunable gates, not a single difficulty slider</description>
    </item>
    <item>
      <title>Cross-Platform UI Adaptation Guide for Roguelikes</title>
      <link>https://llmwiki.space/en/content/ui-ux-checklists/2026-06-28-cross-platform-ui-adaptation-guide/</link>
      <guid isPermaLink="true">https://llmwiki.space/en/content/ui-ux-checklists/2026-06-28-cross-platform-ui-adaptation-guide/</guid>
      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>If you want a roguelike to feel native on PC, mobile, and controller-based platforms, UI adaptation cannot be a late polish pass. It has to be a core design…</description>
    </item>
    <item>
      <title>ECS Architecture Guide for Roguelike Games</title>
      <link>https://llmwiki.space/en/content/engine-agnostic-workflows/2026-06-28-ecs-architecture-roguelike-guide/</link>
      <guid isPermaLink="true">https://llmwiki.space/en/content/engine-agnostic-workflows/2026-06-28-ecs-architecture-roguelike-guide/</guid>
      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>A decision guide for applying Entity Component System architecture to roguelike simulation without forcing ECS into every game feature.</description>
    </item>
    <item>
      <title>Enemy AI State Machine Design: A Practical Guide for Roguelikes</title>
      <link>https://llmwiki.space/en/content/battle-patterns/2026-06-28-enemy-ai-state-machine-guide/</link>
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      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>A practical finite-state-machine workflow for readable roguelike enemies, explicit transitions, debugging, and boss-phase boundaries.</description>
    </item>
    <item>
      <title>Engine-Agnostic Combat System Implementation — A 7-Step Workflow for Phaser, Unity, Godot, and Unreal</title>
      <link>https://llmwiki.space/en/content/engine-agnostic-workflows/2026-06-27-engine-agnostic-combat-implementation-workflow/</link>
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      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>How to separate combat logic from engine APIs so the same damage formulas, status rules, and balance tables run across Phaser, Unity, Godot, and Unreal with only thin adapters.</description>
    </item>
    <item>
      <title>Multi-Touch Revenue Attribution for Web Roguelikes: A Practical Guide</title>
      <link>https://llmwiki.space/en/content/monetization/2026-06-29-multi-touch-revenue-attribution-experiment-isolation/</link>
      <guid isPermaLink="true">https://llmwiki.space/en/content/monetization/2026-06-29-multi-touch-revenue-attribution-experiment-isolation/</guid>
      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>A privacy-aware experiment design for measuring monetization changes in web roguelikes without mistaking exposure for causation.</description>
    </item>
    <item>
      <title>Roguelike Camera Architecture: Multi-Layer Viewport, Spatial Query, and LOD Systems</title>
      <link>https://llmwiki.space/en/content/engine-agnostic-workflows/2026-06-29-camera-architecture-multi-layer-viewport-spatial-query-LOD/</link>
      <guid isPermaLink="true">https://llmwiki.space/en/content/engine-agnostic-workflows/2026-06-29-camera-architecture-multi-layer-viewport-spatial-query-LOD/</guid>
      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>A camera-system design for roguelikes that separates rendering, simulation tiers, spatial queries, effects, and comfort testing.</description>
    </item>
    <item>
      <title>Roguelike Resource Conversion Chain Design — 6 Principles for Turning Raw Materials Into Valuable Loot</title>
      <link>https://llmwiki.space/en/content/engine-agnostic-workflows/2026-06-27-resource-conversion-chain-design-guide/</link>
      <guid isPermaLink="true">https://llmwiki.space/en/content/engine-agnostic-workflows/2026-06-27-resource-conversion-chain-design-guide/</guid>
      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>How to design crafting, alchemy, and currency systems that give every run a satisfying factory-floor feeling</description>
    </item>
    <item>
      <title>Session Tension Curve Design: Controlling Player Emotion as a System</title>
      <link>https://llmwiki.space/en/content/battle-patterns/2026-06-28-session-tension-curve-design-guide/</link>
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      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>A roguelike pacing workflow for planning escalation, relief, and readable endings without treating psychology concepts as fixed formulas.</description>
    </item>
    <item>
      <title>Spawn Density Governor: Keeping Enemy Counts Fair Across a Full Run</title>
      <link>https://llmwiki.space/en/content/engine-agnostic-workflows/2026-06-27-spawn-density-governor-roguelike-scaling/</link>
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      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>Who this helps : Roguelike system programmers tired of &quot;sometimes the first room spawns 20 enemies and sometimes zero,&quot; technical leads porting spawn logic…</description>
    </item>
    <item>
      <title>Status Effect Propagation Architecture — How Chain Lightning, Contagion, and Freeze-Shatter Work in Games</title>
      <link>https://llmwiki.space/en/content/battle-patterns/2026-06-27-status-effect-spatial-propagation-chain-reaction/</link>
      <guid isPermaLink="true">https://llmwiki.space/en/content/battle-patterns/2026-06-27-status-effect-spatial-propagation-chain-reaction/</guid>
      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>A data-driven pattern for spatial status effect spread that prevents infinite loops and frame spikes</description>
    </item>
    <item>
      <title>Tangledeep: How Monster Breeding Softens Permadeath Without Removing It</title>
      <link>https://llmwiki.space/en/content/game-analysis/2026-06-27-tangledeep-monster-breeding-permadeath-mitigation/</link>
      <guid isPermaLink="true">https://llmwiki.space/en/content/game-analysis/2026-06-27-tangledeep-monster-breeding-permadeath-mitigation/</guid>
      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>A source-checked analysis of how Tangledeep&apos;s shared Monster Corral turns captured pets and breeding into an active legacy channel across character deaths.</description>
    </item>
    <item>
      <title>The Interrupt Meta — How Stagger, Priority, and Cancel Windows Create Combat Depth</title>
      <link>https://llmwiki.space/en/content/battle-patterns/2026-06-27-interrupt-meta-stagger-cancel-priority-combat/</link>
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      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>A pattern for making combat feel like rock-paper-scissors instead of a DPS race</description>
    </item>
    <item>
      <title>Web Roguelike Cash Flow Smoothing: A Solo Developer&apos;s Runway Management Guide</title>
      <link>https://llmwiki.space/en/content/monetization/2026-06-29-web-roguelike-runway-cashflow-smoothing/</link>
      <guid isPermaLink="true">https://llmwiki.space/en/content/monetization/2026-06-29-web-roguelike-runway-cashflow-smoothing/</guid>
      <pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate>
      <description>A conservative planning worksheet for separating a small web game&apos;s confirmed cash, recurring costs, and uncertain future revenue.</description>
    </item>
    <item>
      <title>A Transparent Steam Pricing Workflow for Indie Games</title>
      <link>https://llmwiki.space/en/content/monetization/2026-07-25-transparent-steam-pricing-workflow/</link>
      <guid isPermaLink="true">https://llmwiki.space/en/content/monetization/2026-07-25-transparent-steam-pricing-workflow/</guid>
      <pubDate>Sat, 25 Jul 2026 00:00:00 GMT</pubDate>
      <description>This workflow is for a solo developer or small team preparing a paid game, edition, or downloadable-content offer on Steam. It is especially useful when the…</description>
    </item>
    <item>
      <title>A Decision Audit Workflow for Roguelike Minimap Systems</title>
      <link>https://llmwiki.space/en/content/hermes-ai-skill-guides/2026-07-24-minimap-system-decision-audit-workflow/</link>
      <guid isPermaLink="true">https://llmwiki.space/en/content/hermes-ai-skill-guides/2026-07-24-minimap-system-decision-audit-workflow/</guid>
      <pubDate>Fri, 24 Jul 2026 00:00:00 GMT</pubDate>
      <description>This workflow is for indie developers deciding whether a roguelike needs a minimap, and for teams that already have one but cannot explain its ownership, update…</description>
    </item>
    <item>
      <title>Unreal GAS C++ vs Blueprint: A Boundary Design Workflow for Roguelike Abilities</title>
      <link>https://llmwiki.space/en/content/engine-agnostic-workflows/2026-07-23-unreal-gas-cpp-blueprint-boundary-workflow/</link>
      <guid isPermaLink="true">https://llmwiki.space/en/content/engine-agnostic-workflows/2026-07-23-unreal-gas-cpp-blueprint-boundary-workflow/</guid>
      <pubDate>Thu, 23 Jul 2026 00:00:00 GMT</pubDate>
      <description>A roguelike ability system changes constantly: a designer adjusts a cooldown, an engineer adds a targeting rule, and a network bug appears only after an ability…</description>
    </item>
    <item>
      <title>Build a Roguelike Minimap That Supports Decisions</title>
      <link>https://llmwiki.space/en/content/ui-ux-checklists/2026-07-22-roguelike-minimap-decision-design-guide/</link>
      <guid isPermaLink="true">https://llmwiki.space/en/content/ui-ux-checklists/2026-07-22-roguelike-minimap-decision-design-guide/</guid>
      <pubDate>Wed, 22 Jul 2026 00:00:00 GMT</pubDate>
      <description>A minimap should help a player decide where to go next, not merely display a smaller version of the level. This guide is for indie developers building…</description>
    </item>
    <item>
      <title>Ad Frequency Controls That Protect the Game Loop</title>
      <link>https://llmwiki.space/en/content/monetization/2026-07-20-ad-frequency-cooldown-guardrails/</link>
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      <pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate>
      <description>There is no universal cooldown that makes advertising safe for every game. A puzzle game with long rounds, a fast arcade game, and a session-based roguelike…</description>
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