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--- Auto-Generated Description --- This diagram models a rogue-lite game economy, centering on the cyclical process of completing runs, gathering resources, and using these resources for player progression through upgrades and power increases. It starts with an "Escape Attempt" source that presumably represents player attempts to conquer the game's challenges. This initiates a flow of resources among pools labeled "Currencies," "Upgrades," "Zagreus Power," and "Rewards," which together embody the game's economy and player's progression mechanics. Resources flow through a series of gates ("Enter Room," "Special Room," "Combat Room") indicating different game stages or challenges, with their movement and distribution governed by deterministic gates which likely represent the logic determining the type of room the player encounters and the subsequent outcomes of these encounters. The diagram includes a feedback loop where resources like "Power" and "Run Power" are influenced by the outcomes within these rooms, suggesting that player performance and decisions within each run have direct implications on their power levels and resource acquisition for future attempts. This loop mimics the core gameplay loop of rogue-lite games where each run is an opportunity to improve one's character, influence future runs, and gradually progress further with each attempt. Descriptive text cells outline core components of the rogue-lite formula, listing different types of upgrades and currencies available to the player, which emphasizes the depth of the progression system represented in the diagram.