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 |
0× |
1.0× |
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:
- At least one axis is buffed; at least one is nerfed. No "all 1.5×"
stances — they trivialize choice.
- 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.)
- 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: getting home
The story frame is "get home through 10 dimensions." Each dimension is a self-contained mini-adventure (~30–60 min on average difficulty). The 11th dimension — Home — is the finale.
| # |
Dimension |
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 |
— |
Player must have all 5 quest rings to access dimension 11. The 5 stances listed are optional but make late game easier.
Micro-progression: within a dimension
Each dimension 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 dimension 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
Player starts with 8 of 32 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:
- Clearing a dimension for the first time — +2 slots per dimension (10 dim × 2 = +20 → 28 by endgame)
- Thumb slots are gated behind specific quest rings:
- Q4 Silver Tongue unlocks L-thumb T1 - Q5 Keymaster unlocks R-thumb T1 - Defeating an Arcanum sub-boss unlocks both T2 thumbs
- Final 2 knuckle slots (row-4 of middle & ring fingers, both hands) only
unlock after clearing dimensions 9 and 10.
This keeps the player's "ceiling" expanding throughout the campaign and ensures the 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 dimension at higher difficulty for unique
drops (gilded rings, alt-skin rings).
- Daily challenges — fixed seed dimension 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.)
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 32 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:
- 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.
- Tinkering payoff — re-arranging the hand feels meaningful because tiny
placement changes flip blends. Backpack Battles taught us this.
- 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 dimensions (player meets ~3 new ring types per dimension).
- Should diagonal bleed be opt-in (off by default)? Power players love it;
newbies might find it confusing. Possible answer: introduce diagonal only at Dim 2+, after horizontal is fully internalized.
- Mobile performance ceiling. ~30 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.