## 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. --- ### 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. --- ### 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). --- ### 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 --- ### 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| --- ### 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. --- ### 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-)**