Contract catalog

The catalog has 15 contracts in 8 groups. Each contract lists its adoptions. An adoption is the contract with the answers filled in for one common case. Open a contract or an adoption to read the questions, try the answers and add it to your package.

15 contracts

Try stamina, backpack, jump or autosave.

Pools & meters

Health, stamina, fuel, and other numbers with a top and a bottom.

Inventories & holdings

Bags, chests, and the items a player carries.

Container

6 questions

This contract decides when a container is full, what happens to items that do not fit, and which slot receives or gives an item first.

Also called: inventory, backpack, bag, chest

Crafting & exchange

Crafting, trades, and what happens when a job cannot finish.

Ordering & resolution

Which effect happens first when two things happen at once.

Event resolution

8 questions

This contract decides what your turn order does when two events are due at the same moment: which event goes first and how a tie is decided.

Also called: turn order, initiative, initiative tie, resolution order

Timed window

4 questions per window

This contract decides what a timed window, such as invulnerability frames, a cooldown, or a status effect, does when its opening occurs again while it is open, when play is suspended, and when it ends.

Also called: invulnerability frames, i-frames, restart lock, cooldown window

World space & grids

Grids and tiles: where cells start, which cells touch, and how distance works.

Controls & camera

Input, selection, movement, cameras, and the feedback that makes them clear.

Determinism & replay

Saves, replays, offline progress, and getting the same result twice.

Legibility

What the player can always see, hear, or feel, and which actions they can find.

Fact list

3 questions

This contract decides which game facts players can always read, and how players read each fact without depending on color alone.

Also called: readable facts, accessibility cues, information channels, color alternatives