t1k:designer:systems:synergy-combos
| Field | Value |
|---|---|
| Module | systems |
| Version | 1.7.2 |
| Effort | high |
| Tools | — |
Keywords: balance, combos, game systems, synergy
How to invoke
Section titled “How to invoke”/t1k:designer:systems:synergy-combosGame Synergy & Combos
Section titled “Game Synergy & Combos”When This Skill Triggers
Section titled “When This Skill Triggers”- Designing item synergy systems (adjacency, set bonuses, class bonuses)
- Balancing combo stacking and multiplicative effects
- Preventing dominant meta builds (single strategy wins everything)
- Designing synergy discovery UX (explicit hints vs hidden combos)
- Tuning synergy depth (2-item weak vs 5-item gamebreaking)
- Implementing build diversity enforcement
- Scoring synergies for offering algorithms or AI recommendations
Orthogonality Principle
Section titled “Orthogonality Principle”Every item must have at least 2 independent use cases:
Bad (one-trick): Sword of Slaying — +50% damage to enemies with <20% HPGood (orthogonal): Sword of Slaying — +30% damage; on kill: heal 5 HP- Rule: each item contributes to at least 2 synergy paths
- Flat items (pure stat sticks, no synergy) are filler — max 20% of item pool
→ See references/synergy-design-patterns.md for orthogonality checklist, item archetype matrix
Synergy Types
Section titled “Synergy Types”Adjacency Synergies (grid-based inventory)
Section titled “Adjacency Synergies (grid-based inventory)”- Trigger when 2+ items are placed next to each other in inventory grid
- Strength tier: +10-20% stat boost (weak) — prevents mandatory placement
- Maximum adjacency bonus: 35% per pair (beyond = feels mandatory, ruins freedom)
- Formula:
adjacency_bonus = base_bonus * min(adjacent_count, 4) * 0.7^(adjacent_count-1)(diminishing returns on 3rd, 4th adjacent prevents corner stacking)
Set Bonuses (collection-based)
Section titled “Set Bonuses (collection-based)”2-item set: +15% to shared stat (discovery reward)3-item set: +30% + unlock ability (noticeable power spike)4-item set: +50% + transform ability (strategy-defining)5+ item set: rarely worth forcing — too hard to assemble in roguelite- Never require full set for any ability — partial sets must feel rewarding
Type/Class Synergies (tag-based)
Section titled “Type/Class Synergies (tag-based)”- All items with tag X get +N% when player has M items of same tag
- Bonus activates at 3+ same-tag items (prevents accidental activation)
- Strength: +20-40% for 3 items, +50-70% for 5 items (significant enough to pursue)
→ See references/synergy-design-patterns.md for synergy type comparison, use-case matrix
Combo Scoring Formulas
Section titled “Combo Scoring Formulas”Multiplicative Stacking (recommended)
Section titled “Multiplicative Stacking (recommended)”total_multiplier = 1.0for each active_synergy: total_multiplier *= (1 + synergy_bonus)- Example: 3 synergies at +30% each = 1.3 * 1.3 * 1.3 = 2.197x (not 1.9x additive)
- Multiplicative feels exponential — use soft caps to prevent runaway power
Soft Cap Pattern
Section titled “Soft Cap Pattern”effective_bonus = raw_bonus / (1 + raw_bonus / cap_value)# At cap_value=2.0: raw 2.0x becomes effective 1.33x; raw 5.0x becomes 1.67x- Apply soft cap at 3x total damage multiplier for combat balance
- Separate caps per stat type: damage cap != heal cap != speed cap
→ See references/combo-scoring-formulas.md for stacking models, cap formulas, per-stat tuning
Build Diversity Enforcement
Section titled “Build Diversity Enforcement”Dominant Strategy Prevention
Section titled “Dominant Strategy Prevention”- Track win-rate per strategy archetype (top 3 items in winning runs)
- If any archetype wins >40% of runs: nerf key item OR buff 3 alternatives
- Design rule: at least 5 viable 3-item strategy cores before shipping
Diversity Metrics
Section titled “Diversity Metrics”| Metric | Target | Red Flag |
|---|---|---|
| Strategy archetypes played | 5+ in regular use | <3 viable strategies |
| Win rate spread across archetypes | <25% gap between best/worst | >40% gap |
| Synergy usage spread | No synergy used >60% of runs | One synergy >70% |
| Item acquisition diversity | Players pick 80%+ of item pool | 20% of items never picked |
→ See references/build-diversity-tuning.md for tuning workflow, A/B test criteria, meta reset strategies
Synergy Discovery UX
Section titled “Synergy Discovery UX”Explicit vs Hidden Spectrum
Section titled “Explicit vs Hidden Spectrum”| Style | Examples | When to Use |
|---|---|---|
| Fully explicit | Tooltip shows all synergy tags, % bonus shown in real-time | Tutorial / beginner mode |
| Hint-based | Item border glows when synergy active; no numbers | Core mobile experience |
| Discovery-based | No hints; players must experiment | Hardcore PC roguelikes |
- Recommended (BackpackCrawler): Hint-based — border glow on adjacency, “SET 2/3” counter visible
- Reveal synergy name and value on hover/tap AFTER it activates (not before)
- Show synergy “preview” (greyed-out) when 1 item away from set completion
Anti-Patterns
Section titled “Anti-Patterns”| # | Anti-Pattern | Problem | Fix |
|---|---|---|---|
| 1 | One-trick items | No strategy flexibility | Add second synergy path |
| 2 | Mandatory adjacency placement | Reduces grid freedom | Cap adjacency bonus at 35% |
| 3 | Full-set required for ability | Punishes partial strategies | Partial sets must reward too |
| 4 | Additive stacking only | Diminishing feel at high counts | Mix multiplicative + soft cap |
| 5 | Single dominant combo | Players always chase same path | Nerf + buff 3 alternatives |
| 6 | Hidden synergies with no hints | Discovery becomes frustration | Border glow at minimum |
Cross-References
Section titled “Cross-References”puzzle-game-design— adjacency bonus implementation in polyomino gridrpg-game-design— item power budgets that synergy bonuses must stay withingame-shop-offering— synergy scoring used by offering algorithmgame-balance-tools— TTK validation with synergy multipliers appliedgame-roguelike-design— synergy power curves must align with run difficulty arc
Reference Files
Section titled “Reference Files”| File | Coverage |
|---|---|
references/synergy-design-patterns.md | Synergy types, orthogonality checklist, archetype matrix |
references/combo-scoring-formulas.md | Stacking models, soft caps, per-stat tuning |
references/build-diversity-tuning.md | Diversity metrics, anti-dominance workflow, meta resets |
Gotchas
Section titled “Gotchas”- Orthogonality > stack-everything — a system where every pair synergizes feels like one big stat; players need to discover the combos that DON’T work.
- Dominant meta is inevitable; embrace + balance is faster than nerf-pin — buff the underused before nerfing the dominant.
- Adjacency synergies on mobile screens must be telegraphed — a 3x3 grid synergy that requires squinting kills the loop.