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System Design
Level Design
Narrative Design
System
Design
Mechanics and Progression
Design Pillar Examples in No Room For Tailor:
Mechanics and Progression:
Start weak and grow into a killing machine.
Combat styles by players choice.
Enemies:
Action, surprise and fast combat.
High enemy count for juicyness.
Challenge movement and reaction time. Challenge priorisation. Challenge positioning.
Immersion and Awareness
Design Pillar Examples in Arktonis 13:
Immersion:
Explicit narrative gameplay moments reflect the inner world of the protagonist.
High tension and surprises to build momentum for narrative moments.