GAME MECHANICS HOARD

SCORING & GRADING

15 MECHANICS
CHALLENGE MODES
◆ SCORING & GRADING

Optional structured tests beyond the main game — boss rushes, score gauntlets, modifier-stacked runs, remixed levels — that give mastered players formal content to master further.

COMBO COUNTERS
◆ SCORING & GRADING

A visible tally of sustained successful actions — hits landed without being hit, tricks chained without bailing — that multiplies score or rewards while it lives and resets to zero on failure.

GHOST DATA
◆ SCORING & GRADING

Recorded replays of a past performance — yours or another player's — rendered as a translucent 'ghost' to race, chase, or compare against in real time.

LEADERBOARDS
◆ SCORING & GRADING

Ranked lists comparing player scores, times, or achievements against others, turning individual performance into a public, competitive metric.

LETTER GRADES (S/A/B/C)
◆ SCORING & GRADING

Performance is scored and summarized as a letter grade — S, A, B, C, D — rewarding style, speed, or efficiency beyond mere completion.

MULTIPLIERS
◆ SCORING & GRADING

Score or reward scaling factors that grow with sustained performance — combo multipliers climbing with unbroken chains, style ranks amplifying points, streak bonuses — and usually reset to nothing on a mistake.

NO-DAMAGE BONUSES
◆ SCORING & GRADING

Extra rewards for finishing an encounter, level, or run untouched — flawless bonuses, perfect-clear ranks, hitless achievements.

PAR/TARGET SCORES
◆ SCORING & GRADING

Designer-set benchmark scores attached to each level — par times, target scores, medal thresholds (bronze/silver/gold) — that define graded success beyond mere completion.

PERSONAL BESTS
◆ SCORING & GRADING

The player's own record as the benchmark — best lap, highest score, fastest clear, longest survival — tracked, displayed, and often materialized as a ghost or split comparison.

POINT SCORING
◆ SCORING & GRADING

Numeric points awarded for play actions — kills, tricks, matches, objectives — accumulating into a score that measures performance.

SCORE ATTACK
◆ SCORING & GRADING

A mode where score is the explicit sole objective — fixed stages replayed for maximum points, leaderboard runs under standardized conditions, the same content re-attacked for a bigger number.

SPEEDRUN TIMERS
◆ SCORING & GRADING

Time as the score — in-game timers tracking completion speed, per-segment splits comparing against bests, official clocks that define categories and communities.

STAR RATINGS (1-3 STARS)
◆ SCORING & GRADING

Performance graded on a small star scale per level — one star for clearing, three for excelling, the constellation summing into gated progress and a completion map.

SURVIVAL/ENDLESS MODE
◆ SCORING & GRADING

Modes that never end — endless waves escalating until you fall, marathon runs where the only question is how long, high-score survival against mathematically inevitable defeat.

TIME BONUSES
◆ SCORING & GRADING

Extra rewards for speed — score bonuses scaling with remaining clock, time-based medal tiers, bonus objectives for finishing fast, the countdown converted into currency at the finish line.