The goal of the Digital Game Mechanic Index (DGMI) is to be an interconnected, encyclopedic wiki documenting video game mechanics. With time, we hope this site will grow into a handy reference guide to help game designers understand the context of mechanics they’re interested in and make decisions about their own games. The priorities of DGMI are to describe mechanics and to illustrate connections between mechanics.

The current site represents the work of the first generation of the DGMI team, and will continue to grow as future teams pick up the torch. We invite you to thumb through our existing articles and imagine how you’d use this tool as a game designer.

Total number of articles: 45
All articles
advanced movement technique air dash attack burst movement option cooldown
coyote time critical hit damage over time endlag execution barrier
fastfall gating mechanism grappling hook grid-based movement input buffer
invincibility jump just frame knockback knockback as a movement option
landing lag long jump manual blinking maximum health reduction moving platform
once-per-jump rule party combat perfect dodge platforming quick time event
ragdoll physics recoil self damage skill tree slide
slow descent sprint sprint jump teleport temporary health
time limit tri-axial movement turn-based combat walk wall jump

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