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--- Auto-Generated Description ---
This diagram models a game progression mechanism inspired by the Dark Souls series, focusing on the cycle of battling monsters, earning souls, and facing bosses, with the ultimate outcomes being either success or failure. Players start with a certain amount of power and continuously engage in combat to kill monsters, which allows them to earn souls. These souls can then be used for two main purposes: preparing to fight a boss or getting stronger through an upgrade mechanism. Success in defeating the boss results in progression, while failure feeds back into the cycle, requiring the player to grind more monsters or get stronger before attempting the boss fight again. The decision to grind and prepare for boss fights encapsulates a strategic layer where players must balance the effort invested (represented by a resource grind mechanism with an 80% efficiency) against the potential rewards of gaining power (through a passive source node) and success.

Crucially, the system integrates a randomness element in deciding the outcome of boss fights, reflecting the unpredictable nature of such challenges. The player's power level can influence the outcome, with increased power improving the chances of success. This loop of action, consequence, and decision-making encapsulates the core experience of the game, requiring players to manage resources efficiently and make strategic decisions on when and how to engage with bosses. The architecture of this diagram highlights the feedback loops and resource management strategies that are central to gameplay, emphasizing the importance of player choice in grinding for resources and timing their boss battles for optimal progression.


LootCombatbehaviorprogressioncore loopglossarystrategy
Edited more than 1 month ago

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