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: 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:

  1. Clearing a dimension for the first time — +2 slots per dimension (10 dim × 2 = +20 → 28 by endgame)
  2. 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

  1. 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:

  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 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.