In my puzzle game, difficulty...
About this model
In my puzzle game, difficulty increases every 10 levels. Simulate progression across 50 levels and identify w```text Create a clean game design loop diagram for my dark fantasy arena/dungeon game called "The Curse of the Blood".
The image should show the main gameplay loop clearly, using connected boxes with arrows. Make it suitable for a university game project report. Style should be readable, professional, and dark fantasy themed, but not too busy.
Game loop:
1. City / Home Base - Player starts in the home base. - Player can talk to NPCs: - Arcane Shop NPC - Arena Master NPC - Dungeon Master NPC - Sleep NPC - Player can manage abilities, save/load, rest, and choose activities.
Arrow to:
2. Choose Daily Activity - Player has 3 daily activities. - Each arena fight or dungeon run consumes 1 activity. - This prevents the player from farming everything on day one.
Split into two paths:
Path A: Arena Fight - Player fights enemies in the arena. - Arena gives money/coins. - Weekly boss duel happens at the end of each week. - Defeating all weekly bosses is required to win the game.
Path B: Dungeon Run - Player enters Blood Dungeon or Lava Dungeon. - Player fights enemies and bosses. - Dungeons drop essences and abilities. - Bosses can drop strong signature essence abilities.
Both paths connect to:
3. Rewards - Coins - XP - Ability drops - Essence drops - Boss signature abilities - Dungeon progress
Arrow to:
4. Upgrade Build - Player buys abilities from Arcane Shop. - Player upgrades abilities. - Abilities have ranks: Common, Rare, Epic, Legendary. - Player can merge same-type abilities. - Upgrades increase power and can unlock sub-abilities. - Player equips 3 active abilities and 3 passive abilities.
Arrow to:
5. Rest / Advance Day - Player talks to Sleep NPC. - Day advances. - Activities reset. - Weekly boss day gets closer.
Arrow loops back to:
City / Home Base
Also include final win/loss side notes: - Win: survive 3 weeks and defeat all weekly arena bosses. - Lose: player has 5 lives; losing all lives causes permanent death, then player must load a save or reset the run.
Visual design requirements: - Use a circular or semi-circular flow layout. - Use clear arrows. - Use readable labels. - Use simple icons if possible: city, sword, dungeon gate, coin, ability crystal, bed/rest, boss skull. - Use dark fantasy colours: dark red, black, grey, gold accents. - Make it clean enough to fit in a LaTeX report figure. - Output as a 16:9 or wide diagram image. - No tiny unreadable text. ```
"In my puzzle game, difficulty..." is a public Machinations diagram shared in the Community by Harsh Dubey, with 24 components.
It was created in June 2026 and last edited in June 2026.
Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.