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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