Skip to content
🤖 AI-optimized docs: llms-full.txt
🚀 Build your own BMad modules and share them with the community! Get started or submit to the marketplace.

BMGD Game Types Guide

Reference for selecting and using BMGD’s 24 supported game type templates.

When creating a GDD, BMGD offers game type templates that provide genre-specific sections. This ensures your design document covers mechanics and systems relevant to your game’s genre.

Tags: action, platformer, combat, movement

Side-scrolling or 3D platforming with combat mechanics. Think Hollow Knight, Celeste with combat, or Mega Man.

GDD sections added:

  • Movement systems (jumps, dashes, wall mechanics)
  • Combat mechanics (melee/ranged, combos)
  • Level design patterns
  • Boss design

Tags: shooter, combat, aiming, fps, tps

Projectile combat with aiming mechanics. Covers FPS, TPS, and arena shooters.

GDD sections added:

  • Weapon systems
  • Aiming and accuracy
  • Enemy AI patterns
  • Level/arena design
  • Multiplayer considerations

Tags: fighting, combat, competitive, combos, pvp

1v1 combat with combos and frame data. Traditional fighters and platform fighters.

GDD sections added:

  • Frame data systems
  • Combo mechanics
  • Character movesets
  • Competitive balance
  • Netcode requirements

Tags: strategy, tactics, resources, planning

Resource management with tactical decisions. RTS, 4X, and grand strategy.

GDD sections added:

  • Resource systems
  • Unit/building design
  • AI opponent behavior
  • Map/scenario design
  • Victory conditions

Tags: tactics, turn-based, grid, positioning

Grid-based movement with turn order. XCOM-likes and tactical RPGs.

GDD sections added:

  • Grid and movement systems
  • Turn order mechanics
  • Cover and positioning
  • Unit progression
  • Procedural mission generation

Tags: tower-defense, waves, placement, strategy

Wave-based defense with tower placement.

GDD sections added:

  • Tower types and upgrades
  • Wave design and pacing
  • Economy systems
  • Map design patterns
  • Meta-progression

Tags: rpg, stats, inventory, quests, narrative

Character progression with stats, inventory, and quests.

GDD sections added:

  • Character stats and leveling
  • Inventory and equipment
  • Quest system design
  • Combat system (action/turn-based)
  • Skill trees and builds

Tags: roguelike, procedural, permadeath, runs

Procedural generation with permadeath and run-based progression.

GDD sections added:

  • Procedural generation rules
  • Permadeath and persistence
  • Run structure and pacing
  • Item/ability synergies
  • Meta-progression systems

Tags: metroidvania, exploration, abilities, interconnected

Interconnected world with ability gating.

GDD sections added:

  • World map connectivity
  • Ability gating design
  • Backtracking flow
  • Secret and collectible placement
  • Power-up progression

Tags: adventure, narrative, exploration, story

Story-driven exploration and narrative. Point-and-click and narrative adventures.

GDD sections added:

  • Puzzle design
  • Narrative delivery
  • Exploration mechanics
  • Dialogue systems
  • Story branching

Tags: visual-novel, narrative, choices, story

Narrative choices with branching story.

GDD sections added:

  • Branching narrative structure
  • Choice and consequence
  • Character routes
  • UI/presentation
  • Save/load states

Tags: text, parser, interactive-fiction, mud

Text input/output games. Parser games, choice-based IF, MUDs.

GDD sections added:

  • Parser or choice systems
  • World model
  • Narrative structure
  • Text presentation
  • Save state management

Tags: simulation, management, sandbox, systems

Realistic systems with management and building. Includes tycoons and sim games.

GDD sections added:

  • Core simulation loops
  • Economy modeling
  • AI agents/citizens
  • Building/construction
  • Failure states

Tags: sandbox, creative, building, freedom

Creative freedom with building and minimal objectives.

GDD sections added:

  • Creation tools
  • Physics/interaction systems
  • Persistence and saving
  • Sharing/community features
  • Optional objectives

Tags: racing, vehicles, tracks, speed

Vehicle control with tracks and lap times.

GDD sections added:

  • Vehicle physics model
  • Track design
  • AI opponents
  • Progression/career mode
  • Multiplayer racing

Tags: sports, teams, realistic, physics

Team-based or individual sports simulation.

GDD sections added:

  • Sport-specific rules
  • Player/team management
  • AI opponent behavior
  • Season/career modes
  • Multiplayer modes

Tags: moba, multiplayer, pvp, heroes, lanes

Multiplayer team battles with hero selection.

GDD sections added:

  • Hero/champion design
  • Lane and map design
  • Team composition
  • Matchmaking
  • Economy (gold/items)

Tags: party, multiplayer, minigames, casual

Local multiplayer with minigames.

GDD sections added:

  • Minigame design patterns
  • Controller support
  • Round/game structure
  • Scoring systems
  • Player count flexibility

Tags: survival, crafting, resources, danger

Resource gathering with crafting and persistent threats.

GDD sections added:

  • Resource gathering
  • Crafting systems
  • Hunger/health/needs
  • Threat systems
  • Base building

Tags: horror, atmosphere, tension, fear

Atmosphere and tension with limited resources.

GDD sections added:

  • Fear mechanics
  • Resource scarcity
  • Sound design
  • Lighting and visibility
  • Enemy/threat design

Tags: puzzle, logic, cerebral

Logic-based challenges and problem-solving.

GDD sections added:

  • Puzzle mechanics
  • Difficulty progression
  • Hint systems
  • Level structure
  • Scoring/rating

Tags: idle, incremental, automation, progression

Passive progression with upgrades and automation.

GDD sections added:

  • Core loop design
  • Prestige systems
  • Automation unlocks
  • Number scaling
  • Offline progress

Tags: card, deck-building, strategy, turns

Deck building with card mechanics.

GDD sections added:

  • Card design framework
  • Deck building rules
  • Mana/resource systems
  • Rarity and collection
  • Competitive balance

Tags: rhythm, music, timing, beats

Music synchronization with timing-based gameplay.

GDD sections added:

  • Note/beat mapping
  • Scoring systems
  • Difficulty levels
  • Music licensing
  • Input methods

Many games combine multiple genres. BMGD supports hybrid selection:

Action RPG = Action Platformer + RPG

  • Movement and combat systems from Action Platformer
  • Progression and stats from RPG

Survival Horror = Survival + Horror

  • Resource and crafting from Survival
  • Atmosphere and fear from Horror

Roguelike Deckbuilder = Roguelike + Card Game

  • Run structure from Roguelike
  • Card mechanics from Card Game

During GDD creation, select multiple game types when prompted:

Agent: What game type best describes your game?
You: It's a roguelike with card game combat
Agent: I'll include sections for both Roguelike and Card Game...

What does the player primarily DO in your game?

  • Run and jump? → Platformer types
  • Build and manage? → Simulation types
  • Fight enemies? → Combat types
  • Make choices? → Narrative types

What’s the core gameplay loop?

  • Session-based runs? → Roguelike
  • Long-term progression? → RPG
  • Quick matches? → Multiplayer types
  • Creative expression? → Sandbox

2-3 game types maximum. More than that usually means your design isn’t focused enough.

One type should be primary (most gameplay time). Others add flavor:

  • Primary: Platformer (core movement and exploration)
  • Secondary: Metroidvania (ability gating structure)

When you select a game type, BMGD adds these GDD sections:

Game TypeKey Sections Added
Action PlatformerMovement, Combat, Level Design
RPGStats, Inventory, Quests
RoguelikeProcedural Gen, Runs, Meta-Progression
NarrativeStory Structure, Dialogue, Branching
MultiplayerMatchmaking, Netcode, Balance
SimulationSystems, Economy, AI