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Steep / Top-Down

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Steep / Top-Down

Ludic View Structure elevation: steep

The camera looks almost straight down (60–90°). The ground becomes a map, entities symbols on it. Spatial depth almost vanishes – the world becomes a two-dimensional plan. Maximal overview, minimal immersion. Typical of strategy, puzzle and some retro genres.

Design question – When is “steep / top-down” the right choice for the elevation dimension?

Reference example – Game examples: Hotline Miami · Vampire Survivors · Darkest Dungeon (map movement).

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