Genre Design Patterns
Quick-reference patterns for common game genres. Use as starting points—the best games often blend genres.
How to Use This Skill
- Identify your primary genre
- Review its core pillars
- Check essential elements
- Consider which secondary genres to blend
- Use templates as starting framework
Platformer
Core Pillars
- Precise movement and jumping
- Obstacle navigation
- Timing challenges
Essential Elements
| Element | Purpose |
|---|---|
| Responsive controls | Feel good, predictable |
| Clear platforms | Readable jump targets |
| Fair hazards | Visible before dangerous |
| Checkpoints | Reduce frustration |
| Collectibles | Exploration reward |
Design Template
PLATFORMER DESIGN
Movement feel: [ ] Floaty [ ] Tight [ ] Momentum-based
Jump type: [ ] Fixed [ ] Variable height [ ] Double/multi
Core gimmick: _______________
Level structure: [ ] Linear [ ] Hub [ ] World map
Death penalty: _______________
Action RPG
Core Pillars
- Real-time combat
- Character progression
- Loot/equipment
Essential Elements
| Element | Purpose |
|---|---|
| Satisfying combat | Core loop engagement |
| Meaningful stats | Progression feeling |
| Build variety | Player expression |
| Loot drops | Reward and excitement |
| Enemies that teach | Skill development |
Design Template
ACTION RPG DESIGN
Combat style: [ ] Hack-slash [ ] Souls-like [ ] Character action
Stat impact: [ ] Heavy (numbers matter) [ ] Light (skill matters more)
Build system: [ ] Class-based [ ] Skill tree [ ] Equipment-based
Loot rarity tiers: _______________
Core loop: Kill → Loot → Upgrade → Kill stronger
Roguelike / Roguelite
Core Pillars
- Procedural generation
- Permadeath or run-based play
- Progressive mastery
Essential Elements
| Element | Purpose |
|---|---|
| Run variety | Each attempt feels fresh |
| Fair randomness | Bad luck doesn't doom run |
| Quick restart | Minimize frustration |
| Meta-progression | Long-term goals (roguelite) |
| Build diversity | Many viable paths |
Design Template
ROGUELIKE DESIGN
Permadeath: [ ] Full [ ] Roguelite (meta-progression)
Run length: _____ minutes target
Seed-based: [ ] Yes [ ] No (important for replays/multiplayer)
Unlock system: _______________
Core randomization: [ ] Levels [ ] Items [ ] Enemies [ ] All
See replayability-engineering for deeper roguelike patterns.
Metroidvania
Core Pillars
- Interconnected world
- Ability-gated exploration
- Backtracking with new powers
Essential Elements
| Element | Purpose |
|---|---|
| Satisfying movement | Traversal is constant |
| Clear ability gates | Know what you need |
| Rewarding backtracking | Old areas have new value |
| Map system | Navigation in complex space |
| Sequence-breaking (optional) | Reward mastery |
Design Template
METROIDVANIA DESIGN
World size: _____ screens/rooms
Key abilities: _______________
Gate types: [ ] Ability [ ] Item [ ] Skill
Map reveal: [ ] Auto [ ] Manual [ ] Exploration-based
Shortcut system: _______________
Puzzle
Core Pillars
- Problem-solving
- "Aha" moments
- Clear rules, emergent complexity
Essential Elements
| Element | Purpose |
|---|---|
| Teachable rules | Player understands system |
| Fair solutions | No guessing required |
| Escalating complexity | Difficulty progression |
| Hints (optional) | Accessibility |
| Undo/reset | Experimentation |
Design Template
PUZZLE DESIGN
Core mechanic: _______________
Complexity source: [ ] More elements [ ] Tighter constraints [ ] Combinations
Puzzle count: _____
Hint system: [ ] None [ ] Optional [ ] Progressive
Success feedback: _______________
Adventure / Narrative
Core Pillars
- Story-driven
- Exploration and discovery
- Character interaction
Essential Elements
| Element | Purpose |
|---|---|
| Compelling narrative | Drives player forward |
| Interesting characters | Emotional investment |
| Meaningful choices | Player agency |
| Environmental storytelling | World feels alive |
| Clear objectives | Direction when needed |
Design Template
ADVENTURE DESIGN
Story structure: [ ] Linear [ ] Branching [ ] Open
Player character: [ ] Defined [ ] Blank slate [ ] Customizable
Dialogue system: [ ] Simple [ ] Branching [ ] Full RPG
Choice impact: [ ] Flavor [ ] Story [ ] Endings
Core mystery/goal: _______________
Genre Blending
Popular Combinations
| Blend | Examples | Key Tension |
|---|---|---|
| Roguelike + Platformer | Dead Cells style | Tight controls + Randomness |
| RPG + Puzzle | Puzzle RPGs | Stats + Pure logic |
| Action + Narrative | Action-adventure | Pacing gameplay vs story |
| Platformer + Metroidvania | Most metroidvanias | Linear flow vs backtracking |
Blending Checklist
- Primary genre is clear
- Secondary adds value, not confusion
- Core loops don't conflict
- Player expectations are set early
Additional Resources
Reference Files
references/rpg-patterns.md— Detailed RPG designreferences/platformer-patterns.md— Platformer design deep divereferences/roguelike-patterns.md— Roguelike essentialsreferences/metroidvania-patterns.md— Metroidvania design
Related Skills
replayability-engineering— For roguelike/lite designcore-loop-design— Genre-specific loopsnarrative-design— Story-focused genres