Game Archetype Classifier
When to use
- Starting a new game project and need to pick the right engine module or template family.
- A game idea mixes genres and you need the dominant interaction model.
- Deciding sub-modes (arena vs tilemap, puzzle vs tactics vs match).
When NOT to use
- The engine/archetype is already fixed by the user or the project.
Core rule: physics first, never genre names
Never classify by genre labels ("RPG", "shooter", "puzzle game"). Ask what the world physically does:
| Archetype |
Physics |
Deciding question |
Typical games |
| Side-view platformer |
Side view + gravity |
Does the character fall and jump? |
Mario, Terraria, fighting games |
| Top-down action |
Top-down + free movement |
Can the character move up without jumping? |
Zelda, Isaac, survivor-likes |
| Grid logic |
Grid + discrete steps |
Does everything snap to a grid? |
Sokoban, Fire Emblem, match-3 |
| Tower defense |
Fixed paths + waves |
Do enemies follow a preset route? |
Kingdom Rush, Bloons |
| UI-heavy |
No physics, UI-driven |
Is interaction mostly buttons/dialogue/cards? |
Card games, visual novels, quizzes |
When in doubt between two, pick the one whose core loop the player repeats most.
Sub-mode detection (decide immediately after the archetype)
Top-down action
| Sub-mode |
World model |
Detect via keywords |
| Tilemap |
Designed map, follow camera, exploration |
dungeon, exploration, room, maze, adventure |
| Arena |
Fixed screen, scrolling backdrop, wave spawns |
space shooter, bullet hell, survival, endless, waves |
Default when unclear: tilemap — it is more structured and safer.
Grid logic
| Sub-type |
Timing |
Input |
Deciding question |
| Puzzle |
Step |
Direction keys |
Each input = one discrete move? |
| Roguelike |
Step |
Direction keys + action key |
Step-based with combat and enemy AI? |
| Tactics |
Turn |
Click to select, click to move |
Units take turns with movement ranges? |
| Match |
Freeform |
Click/swap cells |
Matching cells clear and cascade? |
| Arcade |
Realtime |
Direction keys on a timer |
Game advances on a timer? |
Default when unclear: puzzle (step mode).
UI-heavy flow patterns
Pick one flow pattern instead of inventing a scene graph:
| Scope |
Pattern |
| One battle only |
Title → Battle → Ending |
| One story + one battle |
Title → Intro chapter → Battle → Ending |
| 3–5 story chapters |
Title → Chapters… → Ending |
| Campaign with battles |
Title → Chapter select → Chapters + Battles → Ending |
| Two-player local duel |
Title → optional Character select → Battle → Ending |
Output of classification
State explicitly: archetype, sub-mode (if any), the physical evidence from the request, and any ambiguity. This decision drives the template family, asset art direction, and design rules used downstream.
1---2name: game-archetype-classifier3description: Classify a 2D game idea into the correct game archetype using physics-first logic before designing or scaffolding.4metadata:5 source: https://skillmd.com/skills/yhyu13/game-archetype-classifier6---78# Game Archetype Classifier910## When to use1112- Starting a new game project and need to pick the right engine module or template family.13- A game idea mixes genres and you need the dominant interaction model.14- Deciding sub-modes (arena vs tilemap, puzzle vs tactics vs match).1516## When NOT to use1718- The engine/archetype is already fixed by the user or the project.1920## Core rule: physics first, never genre names2122Never classify by genre labels ("RPG", "shooter", "puzzle game"). Ask what the world physically does:2324| Archetype | Physics | Deciding question | Typical games |25|---|---|---|---|26| Side-view platformer | Side view + gravity | Does the character fall and jump? | Mario, Terraria, fighting games |27| Top-down action | Top-down + free movement | Can the character move up without jumping? | Zelda, Isaac, survivor-likes |28| Grid logic | Grid + discrete steps | Does everything snap to a grid? | Sokoban, Fire Emblem, match-3 |29| Tower defense | Fixed paths + waves | Do enemies follow a preset route? | Kingdom Rush, Bloons |30| UI-heavy | No physics, UI-driven | Is interaction mostly buttons/dialogue/cards? | Card games, visual novels, quizzes |3132When in doubt between two, pick the one whose core loop the player repeats most.3334## Sub-mode detection (decide immediately after the archetype)3536### Top-down action3738| Sub-mode | World model | Detect via keywords |39|---|---|---|40| Tilemap | Designed map, follow camera, exploration | dungeon, exploration, room, maze, adventure |41| Arena | Fixed screen, scrolling backdrop, wave spawns | space shooter, bullet hell, survival, endless, waves |4243Default when unclear: **tilemap** — it is more structured and safer.4445### Grid logic4647| Sub-type | Timing | Input | Deciding question |48|---|---|---|---|49| Puzzle | Step | Direction keys | Each input = one discrete move? |50| Roguelike | Step | Direction keys + action key | Step-based with combat and enemy AI? |51| Tactics | Turn | Click to select, click to move | Units take turns with movement ranges? |52| Match | Freeform | Click/swap cells | Matching cells clear and cascade? |53| Arcade | Realtime | Direction keys on a timer | Game advances on a timer? |5455Default when unclear: **puzzle** (step mode).5657### UI-heavy flow patterns5859Pick one flow pattern instead of inventing a scene graph:6061| Scope | Pattern |62|---|---|63| One battle only | Title → Battle → Ending |64| One story + one battle | Title → Intro chapter → Battle → Ending |65| 3–5 story chapters | Title → Chapters… → Ending |66| Campaign with battles | Title → Chapter select → Chapters + Battles → Ending |67| Two-player local duel | Title → optional Character select → Battle → Ending |6869## Output of classification7071State explicitly: archetype, sub-mode (if any), the physical evidence from the request, and any ambiguity. This decision drives the template family, asset art direction, and design rules used downstream.