RINGSLINGER

Project Notes & Ideas

Stances, progression, research references, the power-paradigm chart — everything that lives outside the headline docs.

RingSlinger — Stances & Paradigms

Stances ("paradigms" in lore) are hand poses that change how the rings on that hand interact. Each hand can be in a different stance.


How stances are obtained

  • Splayed is the default — owned at game start.
  • All others are learned by defeating a "Paradigm Master" — a mid-game

mini-boss in a specific dimension (see 03-ring-catalog.md for which dimension drops which stance).

  • Once learned, a stance is permanently in the player's collection. Switch

freely from the inventory screen.


Stance catalog

Stance Icon Visual H V D Special
Splayed 🖐️ Fingers spread, palm out 1.0× 1.0× 1.0× Default; baseline rules apply.
Balled Fist Closed fist 0.5× 2.0× 1.0× Knuckles touch — vertical stacks soar but horizontal blends weaken. +25% melee dmg (sword/blade rings).
Finger Guns 🔫 Index + thumb extended 1.0× Only the index finger column casts. ×3 fire rate. Other rings are inactive on this hand.
Slapping Hands 👋 Hands tilted, ready to clap 1.5× 0.5× 1.0× All rings tag projectiles with mild AoE. Range –20%.
Heart Hands 💗 🫶 Hands meet, thumbs+indexes form ♡ 1.0× 1.0× 1.5× Both hands merge into a single 28-knuckle grid. Cross-hand horizontal adjacencies count. Strong synergy build for end-game.
Snap 🫰 Thumb meets middle 1.0× 1.0× 1.0× Each ring casts simultaneously every 2s in a single chord (no individual cadences). High burst, big lulls.
Pinkie Promise 🤙 Pinky + thumb 1.0× 1.0× 1.0× Pinky column gets +100% effect. Other columns –20%.
Crossed 🤞 Index over middle 0.5× 0.5× 2.0× Diagonals dominate. For players who love diagonal bleeds.
Open Palm 🤚 Hand raised, palm fully open 1.0× 1.0× 1.0× +50% Shield/Reflect efficacy. Defensive stance.
Cup 🫳 Cupped, fingers curled inward 1.5× 1.5× 1.0× Both H & V buffed; pickup radius +50%. Best for gem-farming runs.

Stance design rules

When designing future stances, follow these constraints:

  1. At least one axis is buffed; at least one is nerfed. No "all 1.5×"

stances — they trivialize choice.

  1. Total multiplier sum stays ≈ 3.0 across H/V/D. (Splayed = 3.0;

Heart Hands = 3.5 for the cross-hand bonus tradeoff; Crossed = 3.0.)

  1. One unique mechanic per stance. Number tweaks alone are boring;

each stance should change the feel of play.


Per-hand stance switching

The user can run different stances per hand:

  • E.g., Left hand = Open Palm (defensive), Right hand = Finger Guns

(single-column burst).

  • Forces interesting build decisions because cross-hand effects (Tether thumb,

Heart Hands stance) interact differently.

Cycle stance from the inventory screen by tapping the small hand thumbnail on each hand. The large hand graphic re-poses to match.


Visual presentation

  • Inventory screen: large illustration of both hands in their current

stance, with ring icons sitting on each knuckle/thumb. Reset slots glow faintly. The thumbnail to cycle stance is in the corner of each hand.

  • Combat screen: stylized hand silhouettes drift in the periphery

(HUD-adjacent), mirroring the stance. Ring orbs swirl around the player proper.

  • Stance change animation: hands morph between poses with a small particle

poof. Reading time: ~0.3s.


Future stance ideas (parking lot — not v1)

  • Devil Horns 🤘 — Shadow and Spirit rings get +100%; Light rings disabled.
  • OK Sign 👌 — Random rings get rerolled every 10s.
  • Stop ✋ — Time-themed: slow-mo aura around player.
  • Thumbs Up 👍 — Buff allies (if co-op happens later).
  • Vulcan Salute 🖖 — Splits index/middle from ring/pinky — they become two

independent micro-hands with separate adjacencies.

RingSlinger — Progression & Content

How the player gets stronger, what gates each milestone, and how the world is structured.


Macro-progression: the homeward arc

The story frame is "return through the eleven realms." Each realm is a self-contained vignette (~30–60 min on average difficulty). The eleventh — Home — is the finale, and the only one that should have been a place at all.

# Realm Theme element Boss Ring reward Stance unlock
1 Lava World 🔥 Fire / 🪨 Earth The Molten Maw 🧭 Wayfinder (Q1)
2 Tidewater 💧 Water / ❄️ Ice Drowned Leviathan ❤️ Heartstone (Q2)
3 Storm Spire ⚡ Lightning / 💨 Wind Thundercrown 👁️ Eye of Truth (Q3)
4 Verdant Hollow 🌿 Plant / 🌑 Shadow The Rot Queen 👋 Slapping Hands
5 Spirit Vale 👻 Spirit / ☀️ Light The Hollow Saint 👅 Silver Tongue (Q4)
6 Iron Reach ⚙️ Metal / 🪨 Earth The Forgemaster ✊ Balled Fist
7 Echo Caves 🔊 Sound / 🌑 Shadow The Voice in the Walls 🗝️ Keymaster (Q5)
8 Singularity 🌀 Gravity / ⏳ Time The Eater of Light 💗 Heart Hands
9 Arcanum ✨ Ether / ☀️ Light The Archivist 🔫 Finger Guns
10 The Gloam 🌑 Shadow / ✨ Ether The Mirror Twin 🤞 Crossed
11 Home mixed everything The Lost Self game complete

The Slinger must have all 5 lost rings to access realm 11. The 5 stances above are optional but make the late game easier.


Micro-progression: within a realm

Each realm has:

  • A hub area (safe, can re-arrange rings, talk to NPCs)
  • 5–8 stages in a branching node graph (player picks the path)
  • Each stage = 1 of:

- Combat wave (3–5 sub-waves, ~3 min) - Treasure room (small puzzle, guaranteed gems/ring) - Elite encounter (high-risk, high-reward) - Shop (spend gold for re-rolls, ring upgrades, gems) - Mystery (random event, narrative beat)

  • A mini-boss at midpoint
  • A realm boss at the end

Stages are visually presented like the path nodes in Slay the Spire — top-down map, player chooses left/right at each branch.


Currency & economy

Currency Source Spend on
Gold 🪙 Killing enemies, treasure rooms Shops: re-roll rings, buy gems, buy upgrades
Gems 💎 Wave clears, treasure rooms, boss drops Level up rings (Gem tier system)
Sparks Boss drops, secret rooms Meta-progression: unlock new starting rings
Wisps 👻 Spirit Vale & secret events Trade with NPCs for cosmetics, lore

Sparks are the meta-currency that persist between runs. They unlock:

  • New starting rings (run begins with 1 chosen ring of player's choice).
  • Stance slot expansions (start with 2 stances chosen).
  • Knuckle slot pre-unlocks (start with 12 instead of 8 slots open).

Ring level system

Ring level Damage multiplier How to reach it
1 1.0× Default on pickup
2 1.5× 1 Yellow gem or 2nd same-ring stack vertical
3 2.0× 1 Green gem or 3rd vertical stack
4 2.75× 1 Blue gem or 4th vertical stack
5 4.0× 1 more gem or 5th vertical stack (cap)

Gilded trait (red gem): permanent +25% to all of that ring's effects. Stacks with level multiplier.


Knuckle slot unlocking

The Slinger starts with 8 of 28 ring positions available:

  • Both index fingers: rows 1-2 (4 slots)
  • Both middle fingers: row 1 (2 slots)
  • Both ring fingers: row 1 (2 slots)
  • Total: 8

Unlocks come from:

  1. Clearing a realm for the first time — +2 slots per realm

(10 themed realms × 2 = +20 → 28 by endgame).

  1. Thumb slots are gated behind specific lost rings:

- Q4 Silver Tongue unlocks L-thumb T1. - Q5 Keymaster unlocks R-thumb T1. - Defeating an Arcanum sub-boss unlocks both T2 thumbs.

This keeps the Slinger's ceiling expanding throughout the campaign and ensures inventory complexity grows gradually.


Difficulty curve

Phase Hours Active rings (typical) Hand fill (typical)
Tutorial (Dim 1 first half) 0–1 1–4 ≤ 25%
Early game (Dim 1–3) 1–4 5–10 ~40%
Mid game (Dim 4–6) 4–10 11–18 ~65%
Late game (Dim 7–9) 10–20 19–26 ~85%
End game (Dim 10–11) 20+ 27–32 100%
Post-game (replay, mastery) 30+ varies "build crafting"

Replay value & post-game

After finishing Home:

  • Ascension mode — re-run any realm at higher difficulty for unique

drops (gilded rings, alt-skin rings).

  • Daily challenges — fixed seed realm w/ specific ring restrictions

(e.g., "Beat Storm Spire using only elemental rings"). Leaderboard.

  • Endless mode — infinite waves in a single arena, scoring leaderboard.
  • Build library — save & share favorite ring layouts via QR code.

Tutorialization

  • First minute: Move + pick up 1 Fire ring. It auto-fires.
  • First wave end: Pick up 1 Earth ring. Tutorial pops: "Place Earth next

to Fire to create Lava."

  • End of Dim 1 hub: Tutorial introduces vertical stacking.
  • End of Dim 2: Diagonal mechanic is taught.
  • End of Dim 3: First stance unlocks; UI teaches cycling.
  • No tutorial text after Dim 3. Player is on their own to discover the

remaining ~80 ring types and their combos. This is by design — discovery is the long-tail draw.


Accessibility

  • Color-blind palette option (matrix uses shapes/icons too, not just color).
  • One-thumb mode (move via tap-to-go).
  • Slow-mo combat option (50% time scale always, for new/disabled players).
  • Reduced VFX option (cuts particle density 50–80%).
  • Auto-pause when inventory open.

Localization (post-launch)

Strings to localize (not in v1):

  • Ring names (40)
  • Blend names (~200 iconic blends)
  • Stance names (10)
  • UI strings & tutorial prompts

Emoji visual identity is universal — minimizes localization scope.

RingSlinger — Research & References

Per the user's brief: "analyze existing bullet heaven mechanics, auto-battler inventory systems, and other relevant resources before finalizing your work."

This document captures what was studied and how each title's lessons fed into RingSlinger.


Bullet-heaven (passive-attack) references

Vampire Survivors (Poncle, 2022)

Key mechanics studied:

  • Auto-firing weapons with independent cadences.
  • "Evolutions" — weapon X + passive Y at max level → new evolved weapon.
  • Brief micro-decisions during level-up: pick 1 of 3 offerings.
  • Loop is 5–30 min per run, low input intensity, massive screen-clutter

for catharsis.

Adapted into RingSlinger:

  • Rings = VS weapons; cadence model directly inspired by it.
  • Blends are RingSlinger's "evolutions" — but they emerge from placement,

not from leveling. This is a deeper, more dynamic version: you can have multiple "evolutions" running simultaneously and re-arrange to change them.

  • Inventory grid is RingSlinger's unique twist on VS's weapon-picker.

Brotato (Blobfish, 2022)

Key mechanics studied:

  • 30s waves with a shopping phase between — fast, snappy loops.
  • Wide weapon variety; class-based starts.
  • High build flexibility per run.

Adapted into RingSlinger:

  • Wave-based level pacing.
  • Per-dimension drop tables function similarly to Brotato's class-based

start weapon pools.

  • The shop between dimensions ≈ Brotato's between-wave shop.

20 Minutes Till Dawn (flanne, 2023)

Key mechanics studied:

  • Synergy-based modifier system ("traits" combine for surprising effects).
  • Build identity emerges quickly.

Adapted into RingSlinger:

  • Synergy emergence is the entire pitch — adjacency is the synergy system.
  • "Traits" map onto Stat rings (Speed, Power, Luck, etc.).

Magic Survival (LEME, 2021)

Key mechanics studied:

  • Mobile-first auto-attack roguelite.
  • Touch controls, one-handed play.

Adapted into RingSlinger:

  • iOS-first design language; virtual joystick + auto-fire.
  • HUD density tuned for small screens.

HoloCure (Kay Yu, 2023)

Key mechanics studied:

  • Character abilities + collab-attack synergies.
  • Vibrant, anime-style VFX layered without overwhelming.

Adapted into RingSlinger:

  • Visual readability under heavy VFX load — clear silhouettes for enemies even

during chaos.


Auto-battler / inventory-adjacency references

Backpack Battles (Play With Furcifer, 2024)

Key mechanics studied:

  • Item placement in a 9x6 grid; size/shape matters.
  • Adjacency synergies (poison item next to weapon = poisoned weapon).
  • Item levels (combining 3 = upgrade).

Adapted into RingSlinger:

  • This is the closest cousin. RingSlinger's hand grid + adjacency is a

Backpack Battles cousin, but with three types of adjacency (H/V/D) instead of one, and with a fixed grid shape (hands) instead of a Tetris-y free placement.

  • Combining duplicate rings to level = direct Backpack Battles inspiration.

Backpack Hero (TheJaspel, 2023)

Key mechanics studied:

  • Single-player roguelite with adjacency item synergies in a backpack.
  • Distinct effects per item × neighbor type.

Adapted into RingSlinger:

  • Single-player loop + adjacency is the same DNA.
  • The "tinkering" feel during quiet moments between fights.

Teamfight Tactics / Auto-chess (Riot, 2019)

Key mechanics studied:

  • Compositional synergies (3 of class X = bonus).
  • Positioning matters but on a tile grid.
  • Item combining (3 items merge into upgraded item).

Adapted into RingSlinger:

  • The "compositional bonus" maps onto Resonance thumb (boosts whole hand).
  • Item combine ≈ same-ring vertical stacking → level up.

The Binding of Isaac (Edmund McMillen, 2011)

Key mechanics studied:

  • Massive item pool with emergent synergies (the famous "item combos").
  • Players love discovering combos rather than reading them in a tutorial.

Adapted into RingSlinger:

  • 900+ horizontal combos × etc. = effectively infinite combo space. Players

will be sharing "did you know Fire+Time+Speed becomes…" memes for years.

  • No combo encyclopedia in-game by default. Discovery is the long-tail

draw. (Optional unlockable: bestiary that fills in as you trigger each combo.)

  • 900+ horizontal × 900 vertical × 900 diagonal = effectively infinite

combo space. Players will share "did you know Fire+Time+Speed becomes…" memes for years.


Top-down Zelda-style references

The Legend of Zelda: A Link to the Past (Nintendo, 1991)

Key mechanics studied:

  • Overworld → dungeon structure.
  • Item-gated progression (hookshot lets you reach new areas).

Adapted into RingSlinger:

  • Each dimension = a "dungeon" in spirit.
  • Quest rings function as Zelda key items (Wayfinder = compass,

Keymaster = boss key, etc.).

Tunic (Andrew Shouldice, 2022)

Key mechanics studied:

  • Discoverable mechanics — game doesn't explain everything.
  • A literal in-game manual that the player assembles by finding pages.

Adapted into RingSlinger:

  • No combo encyclopedia in v1.
  • Stretch idea: a collectible Ring Codex the player assembles — each

page found explains one ring type's interactions. Drop the codex pages through-out the world for completionists.

Hyper Light Drifter (Heart Machine, 2016)

Key mechanics studied:

  • Bold pixel-art aesthetic with neon palette.
  • Wordless storytelling.

Adapted into RingSlinger:

  • Color-saturated palette per dimension.
  • Story is environmental + minimal-text.

Specifically-relevant UI references

Radar charts in games

The Image #1 reference (worldshapin radar) is the inspiration for our Power Paradigm chart (see 02-game-mechanics.md §7, 10-power-paradigm-chart.md).

Other games using radar for build feedback:

  • Path of Exile — passive skill tree summary
  • Path of Building (POB tool) — DPS axis breakdown
  • Various sports management games — player attributes radar

The radar serves as a fingerprint of the player's current build — a single glance tells you "am I a glass cannon, a tank, a utility specialist?" without reading 28 ring tooltips.

Hand-based UI in games

  • Reigns (Nerial, 2016) — minimalist swipe-card UI. Not directly an

inspiration, but proves single-screen mechanic-heavy games work on mobile.

  • Faith of Danschant: Hereafter — uses fingers symbolically.
  • Hand of Fate (Defiant, 2014) — cards + hands metaphor.

The "ring on every finger" visual is iconic enough to be the marketing hook. It's the Vampire Survivors XP gem-vacuum moment for our game — instantly recognizable.


What makes the system addictive (synthesis)

From studying the above, the addictive loop hinges on three reinforcing forces:

  1. Discovery dopamine — finding a new combo that you didn't read about

anywhere. The matrix is intentionally vast (900+ pairs × 3 types) so this never runs dry. Tunic + Isaac taught us this.

  1. Tinkering payoff — re-arranging the hand feels meaningful because tiny

placement changes flip blends. Backpack Battles taught us this.

  1. Snackable run length — 5–15 min runs, easy to pick up & put down on

mobile. Vampire Survivors taught us this.

Combine all three and you have a game players will return to daily for the long tail.


Open research questions (TBD in playtest)

  • Is 30 base rings too many for a mobile audience? Possible answer:

introduce them progressively across realms (player meets ~3 new ring types per realm).

  • Should diagonal bleed be opt-in (off by default)? Power players love

it; newbies might find it confusing. Possible answer: introduce diagonal only at realm 2+, after horizontal is fully internalised.

  • Mobile performance ceiling. ~28 rings × multiple particle systems

each could hit perf walls on older devices. Plan: aggressive VFX pooling + "reduced VFX" accessibility option.

RingSlinger — Power Paradigm (Radar Chart)

The screenshot you provided (Image #1: worldshapin's country-shape radar) strongly suggests using a multi-axis radar chart to represent overall ring power. Yes — we should adopt this.


What the chart shows

6 axes, each scored 0–25 based on currently-equipped rings (the values are sums of per-ring contributions from a table in the build tester sheet).

                       OFFENSE (raw dmg)
                            |
                  SUSTAIN   |   DEFENSE
                  (heal,    |   (HP, DR,
                  lifesteal)|   shield)
                       \    |    /
                         \  |  /
                          \ | /
                           \|/
              SPREAD ------- + ------- UTILITY
              (AoE,         /|\       (luck,
              chain,       / | \       magnet,
              pierce)     /  |  \      time, ether)
                         /   |   \
                        /    |    \
                  MOBILITY   |
                  (move,     |
                  dodge)     |
                             |
                          (filled)

A balanced build looks roughly hexagonal. A specialist build looks like a spike or wedge.


Per-ring contribution table (build-time data)

Each of the 30 standard rings contributes to one or more axes. Suggested values (0–5 per axis per ring, all from gameplay intent):

Ring OFF DEF MOB UTIL SPREAD SUST
Fire 3 0 0 0 2 0
Water 2 1 1 0 1 0
Earth 2 3 0 0 1 0
Wind 1 0 3 1 1 0
Lightning 3 0 0 1 2 0
Ice 1 1 0 2 1 0
Light 2 0 0 2 1 1
Shadow 2 0 1 2 0 1
Plant 1 2 0 1 1 2
Metal 3 1 0 0 1 0
Spirit 2 0 1 2 0 1
Ether 2 0 0 3 1 0
Gravity 1 0 0 2 3 0
Time 1 1 1 3 0 1
Sound 1 0 0 2 3 0
Projectile 2 0 0 0 2 0
Sword 4 0 0 0 0 0
Shield 0 5 0 0 0 0
Reflect 0 3 0 0 0 0
Pierce 2 0 0 0 2 0
Chain 1 0 0 0 4 0
Explosion 3 0 0 0 3 0
Magnet 0 0 1 4 0 0
Speed 1 0 4 0 0 0
Power 4 0 0 0 0 0
Delay 2 1 0 1 0 0
Rewind 0 1 0 1 0 3
Luck 1 0 0 4 0 0
Random 1 0 0 3 1 0
Vampire 1 0 0 0 0 5

Note: these values are suggested. Final tuning happens once we have playtest data.


Where the chart lives in the UI

Inventory screen

The chart sits in the bottom-right quadrant of the inventory screen, below the right hand. Approximate size: 200×200pt. Updates live as the player adds/moves/removes rings.

In-combat HUD (optional)

A minified version (60×60pt, in top-left HUD) shows the radar as a faint silhouette, so the player can glance at their build profile mid-combat. Disabled by default; opt-in via settings.


Stance & ring-level effect on chart

The chart shows effective power, not raw count:

  • Level-2 ring contributes 1.5× its base score.
  • Level-3 = 2.0×.
  • Level-4 = 2.75×.
  • Level-5 = 4.0×.
  • Stance multipliers apply per-axis. (E.g., Open Palm boosts Shield/Reflect →

the Defense axis is multiplied by 1.5× in Open Palm.)

This means the chart shape changes when you cycle stances, even with the same rings — a great visualization of how stances fundamentally re-shape your build.


Portal gating

Some dimension portals require minimum threshold on a specific axis, not just total power:

Portal Min total Min specific axis
Lava World → Tidewater 12 OFF ≥ 5
Tidewater → Storm Spire 25 MOB ≥ 4
Verdant Hollow → Spirit Vale 50 SUST ≥ 6
Singularity → Arcanum 100 UTIL ≥ 12
Gloam → Home (final) 200 All axes ≥ 15

The radar chart highlights the required axis in red when below threshold, giving the player a clear next goal: "I need more Sustain to enter Spirit Vale."


Visual design

  • 6 axes labelled in clockwise order: OFFENSE (top), DEFENSE, UTILITY (right),

SUSTAIN (bottom-right), SPREAD (bottom-left), MOBILITY (left).

  • Background grid: 5 concentric hexagons at 5, 10, 15, 20, 25.
  • Build polygon: semi-transparent fill, solid stroke, accent color per stance.
  • Comparison overlay (long-press): faint previous-build polygon shown for

comparison.

(Image #1's overlapping country shapes is the visual mood we want — colorful, overlapping, "shape of a thing" expressive.)


Implementation note (Xcode)

SwiftUI Path drawing with 6 control points; recompute when state changes. Animate transitions with withAnimation(.spring()) for satisfying re-shaping when rings are placed.