Generate a game economy and...
About this model
Generate a game economy and progression model for a 2D action-platformer tower climbing game. The game follows a 'Sawtooth' difficulty curve across 5 distinct stages. The core resources are a 'Global Timer' (constantly draining), 'Player Health', and a 'Style Meter' (DMC-style combo system).
- Stage 1 (Intro): Low enemy spawn rate, introduces basic mechanics, low risk. - Stage 2 (Spike 1): Moderate enemy spawn rate, timer pressure increases. - Stage 3 (Valley/Rest): Zero enemies, contains 'Time Pickups' to restore the Global Timer. - Stage 4 (Max Spike): High enemy spawn rate, requires high Style to survive, high damage risk. - Stage 5 (Boss): Boss entity that drains Player Health rapidly unless the Player maintains a high Style Meter.
Create pools for Time, Health, and Style. Create sources and drains that simulate the player moving through the 5 stages. Show how maintaining a high Style Meter mitigates the damage taken and helps beat the Global Timer.
"Generate a game economy and..." is a public Machinations diagram shared in the Community by Javier Molina, with 21 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.