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Reference Component: [Component Name or Behavior]

๐Ÿ“Œ This is a reference entry from another game or product.
We use this library to collect ideas that inspire us, teach us, or help us plan our own components later on.


๐ŸŽฎ Game Referenceโ€‹

  • Title: [Game Title]
  • Studio: [Developer/Publisher]
  • Platform: [PC / Console / Mobile / Web]
  • Scene or Context: [e.g. "Level 3 โ€“ Boss Intro", or "Main Menu Navigation"]

๐Ÿ“ฝ๏ธ Visual Exampleโ€‹

or link to external video: Watch on YouTube


๐Ÿ” What Stands Outโ€‹

  • [What this component does and why it's interesting]
  • [Is it about timing? Flow? Feedback? A visual trick?]
  • [Anything that catches your attention or feels smart]

๐Ÿ’ก What We Can Learn from Itโ€‹

  • [How this idea could apply to something weโ€™re building]
  • [What systems it connects with (UI, narrative, movement, etc.)]
  • [What weโ€™d do differently โ€” or replicate]

๐Ÿงญ Tags / Categoryโ€‹

Choose one or more of the following, or add new ones:

  • Animation
  • Interaction
  • UI
  • Navigation
  • Combat
  • Feedback
  • Systems
  • Onboarding
  • Puzzle Logic

๐ŸŽฏ Type: External Referenceโ€‹

This is not a Numen component โ€” itโ€™s something weโ€™re using as a learning tool and source of inspiration.

Use cases:

  • Design workshops and team discussions
  • System planning and breakdown
  • Educational onboarding for new teammates

Recommended format:

  • Video length: 10โ€“60 seconds
  • Clear file naming (e.g. dash-hollowknight.gif)
  • Optional subtitle or label: "REFERENCE: Dash mechanic"

๐Ÿ”„ How This Fits into Our Workflowโ€‹

This reference is part of a larger cycle:

  • First, we observe and document external ideas
  • Later, we might prototype something similar internally
  • That can lead to tutorials, reusable logic, or public showcases

Each entry here helps us connect what we like with what we might build.