Contract catalogue
15 contracts in 8 groups. Each contract lists its adoptions: copies with the answers filled in for a common case. Open one to read the questions, try the answers and add it to your game.
Try stamina, backpack, jump or autosave.
Pools & meters
Health, stamina, fuel, and other numbers with a top and a bottom.
Ranged value
15 questionsDecides what your health bar or XP bar does when it overfills, hits zero, or fills into the next level.
Also: health, health bar, stamina, mana
Inventories & holdings
Bags, chests, and the items a player carries.
Container
6 questionsDecides when a container is full, what happens to items that do not fit, and where items go in and come out.
Also: inventory, backpack, bag, chest
Crafting & exchange
Crafting, trades, and what happens when a job cannot finish.
Job resolution
9 questionsDecides what your crafting bench or build queue does when it is stopped, fails, or has nowhere to put the result.
Also: recipe resolution, crafting, recipe, crafting bench
Ordering & resolution
Which effect happens first when two things happen at once.
Event resolution
8 questionsDecides what your turn order does when two things land at once: which goes first and how a tie breaks.
Also: turn order, initiative, initiative tie, resolution order
Timed window
4 questions per windowDecides how i-frames, cooldowns, and status effects repeat, keep or lose time while play is suspended, end early, or expire.
Also: invulnerability frames, i-frames, restart lock, cooldown window
World space & grids
Grids and tiles: where cells start, which cells touch, and how distance works.
Grid and direction
10 questionsDecides how your grid is numbered, which cells are neighbours, how distance works, and how a rule breaks a tie.
Also: grid, tile map, coordinates, origin
Controls & camera
Input, selection, movement, cameras, and the feedback that makes them clear.
Camera framing
1 questionDecides what each camera must keep on screen, what may push it off screen, such as zoom, and what happens then.
Also: camera, camera bounds, camera follow, camera framing
Control options
2 questionsDecides which button, key, or touch runs each action, how players can change it, and what happens when a press is hard.
Also: controls, control scheme, control layout, key bindings
Input forgiveness
1 questionDecides what your jump or dodge does when it lands early or late, and which action wins when several come due.
Also: coyote time, input buffer, jump buffer, input buffering
Pointer command
6 questionsDecides what a mouse click or screen tap does: what it selects, what it orders, and what a cancel ends.
Also: click to move, tap to move, unit selection, box select
Determinism & replay
Saves, replays, offline progress, and getting the same result twice.
Replay scope
3 questionsDecides what your racing ghost has to match, whether an update can still play it, and what happens at the first difference.
Also: replay, replay file, rerun, determinism
State persistence scope
3 questionsDecides what your campaign progress and settings survive, from a crash to a new device, and what a damaged save shows.
Also: save state, save data, persistence, reload
Suspension and catch-up
6 questionsDecides what your energy refill or crop timer does while the game is closed, and what the player sees on return.
Also: offline progress, away progress, catch-up, background progress
Legibility
What the player can always see, hear, or feel, and which actions they can find.
Action legibility
2 questionsDecides which actions players can find, what they see when an action is greyed out, and which action a shared button runs.
Also: action prompts, interact prompt, context-sensitive interact, shared interact button
Fact list
3 questionsDecides which game facts players can always read, and how each one reaches them without relying on colour alone.
Also: readable facts, accessibility cues, information channels, colour alternatives