No.094 / 280Growth & bonds · Progression & legacy

Carry-Over Run Currency

Every failed attempt brings something home, so the next one starts stronger.

Prototype complexity
Who plays
Solo decisions
Design focus
Progression · Economy · Risk
HadesNo.094Hades

01The core loop

Action → feedback → next choice
  1. 01Collect currency in a run
  2. 02Die or finish, then cash out
  3. 03Buy permanent upgrades
  4. 04Start a stronger run

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Floor 3 with 40 shards banked; next door offers 15 shards or an elite room worth 35, and you're at 30% HP.

  2. T2

    Turn 2 · The player chooses

    Since a permanent HP upgrade costs 70, the player gambles on the elite room.

  3. T3

    Turn 3 · The feedback

    A narrow win brings the total to 75, then the player dies on the next floor.

  4. T4

    Turn 4 · The next decision

    Back home, the HP upgrade is bought and the next run starts with more health.

How it plays

Runs produce temporary resources and a currency that survives death. Outside the run it buys stats, items or new content, so repeated failure still shows progress and players weigh risks to grab more.

What the player weighs

  • Greed vs survival: one more room could pay out or end the run.
  • In-run power vs meta savings: some designs make both compete for the same resource.

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Hades
H

Hades

P1

Darkness gathered in runs is spent at the Mirror of Night on permanent talents, while keys, gems and others handle unlocks and decor.

Rogue Legacy 2
R

Rogue Legacy 2

P2

Gold from each run expands the manor for stats and classes; as I recall, unspent gold is largely taken by Charon on re-entry, pushing you to spend it immediately.

The difference worth noticing

Hades splits several currencies and ties them to story, while Rogue Legacy 2 leans on one gold pool with a use-it-or-lose-it rule.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Carry-Over Run CurrencyProgression & legacy+

Let the meta currency buy terrain-reading perks, like revealing what lies at the end of a fork, turning meta growth into sharper route choices.

Prototype this combo in Yoroll

→Follow the next idea

Progression & legacy

Stacking Challenge Tiers

After winning, you add handicaps; each extra layer earns more recognition.

Prototype complexity
Who plays
Solo decisions
  1. 01Clear current tier
  2. 02Unlock or stack a modifier
  3. 03Adapt strategy and retry
  4. 04Earn reward or badge
Slay the Spire · Hades
Progression & legacy

Death Drains Skills

Hard-earned skill drains away on death, so every risk gets weighed.

Prototype complexity
Who plays
Solo decisions
  1. 01Raise skills through use
  2. 02Take risks with them
  3. 03Death strips some levels
  4. 04Retrain or play safer
Valheim · Project Zomboid
Progression & legacy

Prestige Reset

Wipe your progress on purpose to earn a permanent multiplier and go faster next time.

Prototype complexity
Who plays
Solo decisions
  1. 01Grow until gains slow
  2. 02Check prestige points earned
  3. 03Reset for permanent boost
  4. 04Blitz past old progress
Cookie Clicker · Clicker Heroes
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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