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Generate a game economy and...

Javier Molina

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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.

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