| name | Genre Design Patterns |
| description | This skill should be used when the user asks about "RPG design", "platformer design", "roguelike", "roguelite", "metroidvania", "action game", "puzzle game", "adventure game", "genre conventions", "genre patterns", "what makes a good [genre]", or needs genre-specific design guidance. |
| version | 1.0.0 |
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
Additional Resources
Reference Files
references/rpg-patterns.md — Detailed RPG design
references/platformer-patterns.md — Platformer design deep dive
references/roguelike-patterns.md — Roguelike essentials
references/metroidvania-patterns.md — Metroidvania design
Related Skills
replayability-engineering — For roguelike/lite design
core-loop-design — Genre-specific loops
narrative-design — Story-focused genres