## Core Game Loop
(Post-Roguelike Refocus: Tactical JRPG First akin to Chono Trigger), also still WIP until decided with a proper MVP or definitive vertical slice.
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### Macro Game Loop (Chapter-Level)
Narrative Operatic Loop: “A Walkthrough Through Memory”
1. Select Hero Chapter
- Choose protagonist & subclass (if unlocked).
- Starting artifact/catalyst loadout from prior runs.
2. World Exploration & Scouting
- Overworld navigation map (Golden Sun-style) with some terrain-based puzzle interactions.
- Scout deployment and real-time mission resolution.
3. Combat Encounters
- Tactical grid battles (up to 16x16) focused on hero control.
- Allies behave via Behaviour Modules (auto, condition-driven AI).
4. Progression & Narrative Moments
- Upgrade hero abilities, subclass paths, and AI modules.
- Echoes (memory fragments) or forks (choices) impact narrative state.
5. Elite/Boss Fights
- Multi-phase tactical set pieces; introduce story-defining decisions.
- Defeating bosses = unlock catalyst, artifact, or subclass path.
6. Return to Hub (Memory Sanctum)
- Bank progress.
- View unlocked echoes, trinkets, or journal entries.
- Access new narrative branches or story permutations.
7. Loop Restarts (Replayability Layer)
- Begin a new chapter with a different hero, or replay from altered fork.
- Access new subclass paths, meta-choices, or “loop-aware” dialogue trees.
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### Combat Loop (Micro)
Inspired by FF Tactics, Chrono Trigger, Sonny, and Darkest Dungeon
1. Initiative Phase
- Turn order shows (terrain, buffs, debuffs affect it).
2. Ally Behavior Preview
- Modules display projected actions (support, damage, shield, repositioning).
3. Hero Command Phase
- Hero acts: ability, movement, terrain use, or combo trigger.
4. Enemy Phase
- Enemies act (with faction-specific AI).
5. Turn Resolution
- Apply post-turn effects (stress, cooldowns, sync ticks, terrain hazards).
6. Memory Echo Chance
- Chance of a flashback/hallucination that:
- Alters turn rules.
- Unlocks a narrative choice.
- Temporarily bends combat logic (e.g., rewind 1 move).
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### Session Game Loop (Exploration & Combat Loop Hybrid)
| | | | |
| ---------------------------- | ----------------------------------------------- | --------- | ---------- |
| Phase | Description | Time | Motivation |
| Explore World Map | Clear fog, interact with terrain via Hero skill | 6–10 min | Mid |
| Combat Encounter | Standard enemy squad with positional rules | 4–7 min | Short |
| Progression Node | Gain skill/module/catalyst or upgrade AI ally | 3–5 min | Mid |
| Narrative Fork / Memory Echo | Choice impacts future world state/dialogue | 3–5 min | Long |
| Elite/Miniboss Fight | Tactical challenge; hero+ally synergy vital | 8–12 min | Short |
| Artifact/Puzzle Event | Optional: solve puzzle for relic/loop memory | 5–8 min | Long |
| Zone Boss | Major fight, wave-based or terrain shifting | 10–15 min | Long |
| Return to Hub | Review progression, unlocks, and options | 2–3 min | Long |
Avg. Session Length: 45–65 minutes
Motivational Spread: 40% Tactical Mastery | 30% Narrative Curiosity | 30% Buildcraft Progress
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### Player Motivation Model – Narrative-Integrated
| | | |
|---|---|---|
|Horizon|Player Motivation|Example Systems|
|Short-Term (Moment-to-Moment)|Tactical satisfaction, puzzle mastery, combo execution|Combat system, terrain puzzles, hero skills|
|Mid-Term (Session/Chapter)|Build experimentation, branching story, ally upgrades|Catalyst unlocks, AI module tweaking, memory forks|
|Long-Term (Across Playthroughs)|Narrative recontextualization, metaplot discovery|Loop memory system, subclass trees, hub upgrades|
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### Progression Pillars (Narrative-Mechanics Integration)
1. Hero Path
- Skill Tree + Subclass Catalysts + Personal Echoes
- Replay impacts perception of character arcs.
3. Run Arsenal
- Ally Roster + AI Modules + Evolution Tiers
- Modular design mirrors Hero’s emotional growth.
4. World Knowledge
- Artifacts + Story Forks + Loop Memories
- Knowledge = power = access to deeper truths.
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### Extra articles for Game Loop Balance:
[Quantitative design - How to define XP thresholds?](https://www.gamedeveloper.com/design/quantitative-design---how-to-define-xp-thresholds-)**