ATLAS / IDEAS Game design atlas Find a mechanism, understand its tradeoffs and smallest useful scope, then build your game with a design card and sample project.
192 Mechanisms32 Mechanism domain48 Art styles12 Genre guides
All252 Mechanisms192 Art styles48 Genre guides12 Core loop 01 Read ropes and swing02 Predict release direction03 Choose and cut a rope04 Inspect landing and retryPhysics and contraptions One rule
Cut now or wait for a swing with a better launch direction?
Reference games Cut the Rope Daily · Unravel
Core loop 01 Inspect pivot and load02 Position a counterweight03 Let the platform settle04 Test with player weightPhysics and contraptions One rule
Place the weight farther out for lift, or nearer so the route survives the player's added weight?
Reference games Human Fall Flat · Trine Enchanted Edition
Core loop 01 Read levels and floats02 Plan valve order03 Transfer water04 Use the new heightPhysics and contraptions One rule
Raise the cargo platform first or open the far gate before its switch becomes inaccessible?
Reference games Hydrophobia: Prophecy · Fluidity: Spin Cycle
Core loop 01 Identify rewindable objects02 Arrange forward actions03 Choose a past point04 Use persistent world stateTime and echoes Linked states
Record a path through the switch before rewinding the box, or move it directly to the exit?
Reference games Braid · The Entropy Centre
Core loop 01 Choose a repeatable task02 Record the actions03 Work with the replay04 Adjust timing and handoffsTime and echoes Linked states
Record a short reliable action or combine several tasks in one longer loop?
Reference games The Last Clockwinder · Super Time Force Ultra
Core loop 01 Pause and inspect02 Allocate action budget03 Commit and execute04 Review the final positionTime and echoes One rule
Spend the budget attacking or reserve a move to finish in safety?
Reference games Transistor · Frozen Synapse
Core loop 01 Read sight and awareness02 Choose a crossing moment03 Accumulate or cool down04 Reach cover within the windowStealth and scouting One rule
Cross the short gap now or wait for awareness to fall before the next crossing?
Reference games Mark of the Ninja · Desperados III
Core loop 01 Inspect hearing range02 Choose a landing point03 Make sound and read response04 Cross the redirected routeStealth and scouting One rule
Lure the guard farther away or merely turn them, avoiding other listeners?
Reference games Mark of the Ninja · Desperados III
Core loop 01 Read access rules02 Choose an identity03 Avoid detection and illegal acts04 Enter and leave the target areaStealth and scouting One rule
Adopt warehouse access or keep lobby access and seek another entrance?
Reference games HITMAN World of Assassination · Desperados III
Core loop 01 Hear the call02 Keep the pulse03 Respond on your turn04 Compare early and late feedbackRhythm and timing One rule
Reproduce the demonstrated intervals or mistakenly flatten them into equal beats?
Reference games Rhythm Heaven Groove · Rhythm Doctor
Core loop 01 Read start and endpoint02 Press on time03 Maintain input04 Release and reviewRhythm and timing One rule
Sustain to the endpoint or release too early while preparing the next input?
Reference games Spin Rhythm XD · Rhythm Heaven
Core loop 01 Establish a pulse02 Fade selected cues03 Maintain internal count04 Restore cues and measure driftRhythm and timing One rule
Maintain the established pulse or let distracting visuals shift the timing?
Reference games Rhythm Heaven · Rhythm Doctor
Core loop 01 Read light and sightlines02 Choose cover03 Move or change lighting04 Check exposureStealth and scouting One rule
Cross the short lit route or spend time darkening it first?
Reference games Thief Gold (1999) · Mark of the Ninja
Core loop 01 Read patrol timing02 Neutralize or bypass03 Move to concealment04 Check the later routeStealth and scouting One rule
Leave now or hide the evidence before the next patrol arrives?
Reference games HITMAN World of Assassination · Desperados III
Core loop 01 Choose a camera02 Read visible behavior03 Note blind-spot assumptions04 Switch or direct actionStealth and scouting One rule
Keep watching to confirm a pattern or inspect the exit before moving?
Reference games Republique · Do Not Feed the Monkeys
Core loop 01 Hear the count-in02 Plan the next tile03 Input on beat04 Adjust from the new positionRhythm and timing One rule
Move to a safe tile next beat or wait one beat for a crossing patrol?
Reference games Crypt of the NecroDancer · A Dance of Fire and Ice
Core loop 01 Read threats and beats02 Choose attack timing03 Resolve base and beat effects04 Maintain rhythm from feedbackRhythm and timing One rule
Attack immediately to interrupt danger or wait for the next beat's reward?
Reference games Metal: Hellsinger · Hi-Fi RUSH
Core loop 01 Establish the pulse02 Read the change cue03 Adjust input spacing04 Confirm the new pulseRhythm and timing One rule
Keep the old pulse or use the transition cue to prepare for denser beats?
Reference games Hi-Fi RUSH · Rhythm Doctor
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.