Mechanics Radar

What interesting game mechanic could become a small original Darkwaar experiment?

High potential

No scored candidates yet.

Already in Darkwaar

18 / 20

Equipment trade-offs

grid turn-based gather craft equipment-card deterministic-combat risk-reward

The player wears one item. Crafting a new one replaces the last. A tool gathers two, a blade strikes for two, and a shield softens each hit by one.

One 4×4 turn-based board, two resources, three items, and threats that do not move until the player stands beside them.

Used in darkwaar16 Source Notes

18 / 20

Paint a patch, strike once

grid adjacency deterministic-combat

Paint up to three edge-connected cells. The patch power is the cell count. The shape decides which enemies are hit and which step is blocked.

A five-by-seven board, a ring around the Heart, and waves that walk in while the painted patch hits once and then blocks.

Used in darkwaar23 Source Notes

17 / 20

Prune until the signal holds

flow propagation puzzle

Remove nodes from a lit graph until every output still receives the signal. What never helped that light is leak, even if it still connects.

One portrait graph, five authored stages, and a last choice between spending the whole remainder or committing the core.

Used in darkwaar18 Source Notes