⚡PROJECT PIXEL's: Attributes & Skills System⚡

CATEGORY: System Design - Game Design
TYPE: Levelling and Skill Points
STATS: 5 (1 Indirect + 4 Direct)
⚡ CHARACTER PROGRESSION ⚡
In Project Pixel, character strength comes from two sources:
Leveling (automatic progression) and Skill Points (player choice).
As you win battles, complete quests and gain XP, you level up.
Each level grants an increase to Health and a Stat Point to spend on four core attributes: Damage, Speed, Accuracy, and Evasion.
The Philosophy: Leveling is earned through play. Stat Points are earned through leveling. How you spend those points defines your character. A high-Damage, low-Speed character plays completely differently from a high-Speed, balanced character. Every point spent is a declaration of playstyle.
Attributes Page
⚡ STAT FUNDAMENTALS ⚡
🔑 5 STATS, 2 TYPES
Type 1: Automatic Stats (Health)
Health scales automatically with player level. Level 1 = 10 HP. Level 2 = 20 HP. Level 10 = 100 HP. This ensures every level feels like genuine progression-you always have more breathing room.
Type 2: Skill Point Stats (Damage, Speed, Accuracy, Evasion)
These four stats require player investment. Each level gives you points to allocate however you choose. You decide: am I a speedster? A hard hitter? A balanced fighter? Skill Points turn leveling into customization.
XP to Level Formula
100 XP to reach Level 2. 200 XP for Level 3. 300 XP for Level 4. Each level requires 100 more XP than the last. This creates escalating progression: early levels feel quick, late game requires serious commitment.
⚡ COMBAT ATTRIBUTES ⚡
💪 CHARACTER STATS IN BATTLE
Combat Attributes are the foundational stats that dictate how any character (player or enemy) behaves in combat. The player invests Skill Points into four direct attributes, while enemies have pre-set attributes to create uniquely crafted experiences and maintain a smooth difficulty curve.
❤️ Vitality
Determines the amount of damage a character can withstand before dying. Vitality is the basis of Health. Automatically increased based on character level.
Formula:
1 Vitality = 10 Health

Level Scaling:
Level 0 = 1 Vitality = 10 HP
Level 1 = 2 Vitality = 20 HP
Level X = (X+1) Vitality = (X+1)×10 HP
⚔️ Damage
Determines the amount of damage a character can deal to enemy characters with an attack.
Formula:
1 Damage = 10 Damage to Enemies

Skill Point Scaling:
+1 Skill Point = 2 Damage = 20 Damage to Enemies
X Skill Points = (X+1) Damage = (X+1)×10 Damage Output
Speed
Determines turn order in combat. The higher the Speed, the faster the character can play their turn. Can trigger double turns in a single round.
Turn Order:
Higher Speed acts first

Examples:
Player Speed 2, Enemy Speed 4 = Enemy goes first
Player Speed 3, Enemy Speed 2 = Player goes first

Double Turn:
Speed > 2× Enemy Speed = Two turns before enemy's single turn
🎯 Accuracy
Determines the probability of an outgoing attack hitting the target. Accuracy is used to perform ranged moves. Works in conjunction with Evasion.
Guaranteed Hit:
If Accuracy > 2× Target Evasion
= Attack is always successful
🏃 Evasion
Determines the probability of dodging an incoming attack. Evasion is used to calculate dodging of ranged moves. Works in opposition to Accuracy.
Guaranteed Dodge:
If Evasion > 2× Attacker Accuracy
= Ranged attack fails
⚡ ACCURACY VS EVASION FORMULA ⚡
🎲 HIT CALCULATION SYSTEM
Hit Chance Calculation
Attacker Accuracy = A
Target Evasion = E

Difference (D) = E - A

Dodge Chance (Clamped 0.0–0.9) = ((D × 0.1) + 0.4)

Successful Hit = Random(0.0, 1.0) > Dodge Chance
Example Scenarios
Scenario 1: Attacker Accuracy 5, Target Evasion 2
D = 2 - 5 = -3
Dodge Chance = ((-3 × 0.1) + 0.4) = 0.1 (10%)
Result: 90% hit chance (favors attacker)

Scenario 2: Attacker Accuracy 3, Target Evasion 7
D = 7 - 3 = 4
Dodge Chance = ((4 × 0.1) + 0.4) = 0.8 (80%)
Result: 20% hit chance (favors evader)

Scenario 3: Equal Stats
Attacker Accuracy 5, Target Evasion 5
D = 5 - 5 = 0
Dodge Chance = ((0 × 0.1) + 0.4) = 0.4 (40%)
Result: 60% hit chance (balanced)
⚡ PLAYER VS ENEMY ATTRIBUTES ⚡
🎮 ATTRIBUTE ALLOCATION
Player Attributes: Player Controlled
The player character's attributes are in player control where they can invest skill points in one of four direct attributes (Damage, Speed, Accuracy, Evasion). Vitality automatically scales with player level and cannot be directly invested in. Every skill point spent is a strategic choice that shapes playstyle.
Enemy Attributes: Pre-Set
Enemy characters have pre-set attributes designed to allow uniquely crafted experiences and a smoother difficulty curve. Each enemy's attributes are carefully balanced by designers to create specific combat challenges. Enemies do not gain skill points-their stats are fixed at creation to maintain encounter integrity.
⚡ LEVELING & XP PROGRESSION ⚡
📈 HOW TO GROW STRONGER
Leveling is earned through combat. Defeat enemies, gain XP. Accumulate enough XP, level up. Each level gives you Stat Points to customize your character.
XP Progression Formula: Level 2 requires 100 XP. Level 3 requires 200 XP total. Level 4 requires 300 XP total. Each new level costs 100 more XP than the previous threshold.
📊 LEVELING TABLE
Level XP Required (Total) XP to Next Level Health Stat Points Cumulative Points
1 0 100 10 - 0
2 100 200 20 1 1
3 300 300 30 1 2
4 600 400 40 1 3
5 1000 500 50 1 4
10 4500 900 100 1 9
15 10500 1400 150 1 14
20 19000 1900 200 1 19
25 30500 2400 250 1 24
30 45000 2900 300 1 29
Key Observations:
• Health scales linearly: Level × 10
• Stat Points are earned 1 per level (starting from Level 2)
• By Level 30, you've earned 29 Stat Points to customize your build
• Late-game requires significant time investment (45,000 XP to reach max level)
⚡ ALLOCATING YOUR POINTS ⚡
🎯 BUILDING YOUR CHARACTER
Every level grants 1 Stat Point (after Level 1). You decide where it goes: Damage, Speed, Accuracy, or Evasion. Health grows automatically. This is where character customization happens.
📊 BUILD COMPARISON: THREE STRATEGIES
⚔️ AGGRESSIVE BUILD (Level 2)
High Damage Playstyle with a motto of hit hard and kill enemies before they kill you.
Damage
3 pts
Speed
1 pt (Default)
Accuracy
1 pt (Default)
Evasion
1 pt (Default)
High Damage
Notice that the player goes second but deals high damage.
⚡ SPEEDSTER BUILD (Level 2)
High Speed Playstyle that commands turn order. Act first, always. Outlast opponents.
Damage
1 pt (Default)
Speed
3 pts
Accuracy
1 pt (Default)
Evasion
1 pt (Default)
High Speed
Notice that the player goes twice and first but deals less damage.
🛡️ BALANCED BUILD (Level 2)
Even Spread Playstyle that no specialty, no weakness. Adaptable to any strategy.
Damage
2 pts
Speed
2 pts
Accuracy
1 pt (Default)
Evasion
2 pts
Balanced
Notice that the player goes first and deals medium damage.
⚡ CHARACTER BUILD STRATEGIES ⚡
🎮 PLAYSTYLE PATHS
There's no "optimal" build. Every stat distribution creates a different playstyle with strengths and weaknesses. Master one, or keep trying new combinations.
Build 1: The One-Shot Specialist
Max Damage. Minimum everything else. Deal absurd damage, but you're vulnerable. Playstyle: Kill before being killed. One good hit ends fights. Weak defense requires precision and timing.
Build 2: The Speedrunner
Max Speed, Medium Damage. You always go first. Control the pace entirely. Playstyle: Tempo control. Set the rhythm, force opponents to react to you. Less damage, but constant pressure.
Build 3: The Sniper
Max Accuracy, High Damage, Low Evasion. Never miss. Playstyle: Guaranteed hits. No missed attacks means reliable damage scaling. Risk: low defense, high reliance on offense.
Build 4: The Evasionist
Max Evasion, Medium Damage/Speed. Dodge everything. Playstyle: Defense first. Outlast opponents by taking minimal damage. Counterattack while enemies miss. Slow pace, high survival.
Build 5: The Generalist
Equal spread: Speed 3, Damage 3, Accuracy 4, Evasion 4 (roughly). Playstyle: Adaptability. Competent in all situations. No weakness, no specialty. Counter anything, master nothing.
⚡ BUILD COMPARISONS ⚡
🎬 DIFFERENT BUILDS IN ACTION
One-Shot
One-Shot Build
Maximize Damage. One hit ends fights. Risky but explosive.
Evasion
Evasion Build
Maximize Evasion. Dodge attacks. Outlast through survival.
Balanced
Balanced Build
Equal spread. Versatile. Competent everywhere.
⚡ DESIGN LEARNINGS ⚡
💡 KEY INSIGHTS FROM BUILDING ATTRIBUTES & SKILLS
Learning 1: Automatic Health Scales, Manual Stats Build Character
Separating Health (automatic) from the four skill-point stats (manual) creates two progression systems. Auto-progression rewards just playing. Manual progression rewards smart choices. This dual system keeps both casual and strategic players engaged.
Learning 2: 1 Point Per Level is Tight Enough to Matter
If you gave 5 points per level, everything would be maxed fast. If you gave 0.5 points per level, grinding would feel endless. 1 point per level creates scarcity-every point is a real choice. By Level 30, you have 29 points. You can't max everything.
Learning 3: Escalating XP Creates Pacing
100 XP to Level 2 feels quick. 500 XP to Level 5 is moderate. 2900 XP to Level 30 is serious commitment. This escalation creates natural game pacing: early leveling is accessible, late leveling is for dedicated players. It prevents early-game burnout while rewarding endgame commitment.
Learning 4: Two-Stat Synergies Create Build Depth
Damage + Speed = Fast Damage. Speed + Evasion = Untouchable. Accuracy + Damage = Reliable Burst. The synergies between stats create emergent builds. No single "best" build exists because the system rewards specialization differently in different situations.
Learning 5: 4 Stat Points is the Skill Point Space Sweet Spot
Too few stat types (3) and you lose customization. Too many (6+) and decisions paralyze. Four stats creates interesting choices without overwhelming complexity. By Level 15, you've committed 14 points and your build identity is clear.
Learning 6: Leveling is Earned, Not Gifted
Stat Points come from leveling, which comes from combat. This creates a feedback loop: play more → level up → customize → play with new capabilities. Every progression system is tied to player engagement, not time gates or paywalls.
Learning 7: Health Scales Linearly, Stats Scale Through Choice
Health (Level × 10) is predictable. It grows at a known rate. But Damage, Speed, Accuracy, Evasion are chaotic-they scale based on how you've allocated 29+ points. One player's Level 15 is completely different from another's. This is where personality emerges.