Reward pacing: cadence model (micro rewards per X seconds, minor per session,
Depth ladder: how a new, skilled, and expert player express mastery differently
Churn points predicted in first week, and 3 concrete changes (each: expected
Inventory table: currency/resource | source(s) with rate formula | sink(s)
Progression curves: XP-to-next-level, cost/income, and power curves as
Loot: drop tables with pity/timer systems, independence vs stacking rules,
Controls: live-ops levers table (event multipliers, shop rotation), analytics
Narrative/context wrapper that establishes the fantasy in under 90 seconds;
Beat table (time | action taught | input method | fail state allowed? |
Teaching method per mechanic: guided action > contextual prompt > tooltip;
Hooks before quit points: cliffhanger/next-reward previews, push/notification
Instrumentation: funnel events per step with target completion %, skip rate,
Intent: what new verb/combination/mastery this teaches or tests; emotional
Flow map (text/ASCII): spaces, entrances/exits, one-way vs revisit, choke
Encounter table: location | enemy/composition | available tools | space shape
Rewards & secrets: visibility/attract hierarchy, optional challenge rewards,
Whitebox art pass checklist and the metrics to instrument (flow, deaths heat
Verbs list with frame data table: move | startup/active/recovery frames at
Hit model: hurtbox/hitbox pipeline, active frame shape, multiple-hit rules,
Enemy reactions: hit-stop duration by weight class, knockback vectors, stun