novel-doomsday-resurgence/skills/inkos/packages/core/genres/tower-climber.md
唐天洛 cb9b16e5a8 初始提交:番茄小说创作工作区
包含:
- 核心配置文件(AGENTS.md, SOUL.md, USER.md等)
- 记忆系统(memory/文件夹)
- 技能库(skills/文件夹)
- 小说内容(novel/文件夹)
- .gitignore配置
2026-03-30 15:46:26 +08:00

2.4 KiB

name id language chapterTypes fatigueWords numericalSystem powerScaling eraResearch pacingRule satisfactionTypes auditDimensions
Tower Climbing tower-climber en
Floor Challenge
Progression
Setup
Transition
Payoff
delve
tapestry
testament
intricate
pivotal
vibrant
comprehensive
nuanced
embark
foster
underscore
bolstered
crucial
false true false Each floor arc spans 3-8 chapters: introduction, exploration, confrontation, advancement. Difficulty must escalate visibly between floors.
Floor Cleared
Boss Defeated
New Ability Gained
Floor Secret Discovered
Rival Surpassed
Summit Progress
1
2
3
4
6
7
8
9
10
13
14
15
16
17
18
19
24
25
26

Genre Prohibitions

  • Floors that are cosmetic reskins of each other — each floor must present materially different challenges
  • Floor difficulty that doesn't escalate predictably — readers must understand power requirements
  • No clear summit goal — readers need to know what success at the top looks like
  • Horizontal progression (going sideways) instead of vertical climbing
  • Skipping floors without earned justification
  • Boss fights that are won through deus ex machina instead of preparation and growth

Floor Design Rules

  • Each floor must introduce a distinct biome, challenge type, or rule set
  • Floor transitions are natural progression checkpoints — use them for stat gains, ability unlocks, or narrative reveals
  • Environmental detail matters: readers experience each floor as a new world
  • Floor bosses or trials must test something the climber learned on that floor
  • Difficulty tiers should be transparent to readers — they should anticipate what the next floor demands
  • Allow brief rest/preparation between floors for character moments and strategic planning

Pacing Guidance

  • Floor introduction: establish new environment, threats, and rules (1-2 chapters)
  • Exploration and problem-solving: MC adapts to floor's unique challenges (1-3 chapters)
  • Confrontation: floor boss, puzzle, or trial that tests everything learned (1-2 chapters)
  • Advancement: reward, brief respite, foreshadowing of next floor (0.5-1 chapter)
  • Early floors move fast (2-3 chapters each) to hook readers with progression
  • Later floors slow down (5-8 chapters) as complexity and stakes increase
  • The summit should feel like a destination worth the climb — seed hints about what awaits throughout