What would happen if you removed all audiovisual and narrative from an RPG and abstracted everything to its core fundamentals? Parameters sort of answers that question. An RPG at its core, Parameter is presented in an entirely unique fashion. The game consists of a single screen. At the top of the screen the stats of the player can be seen (experience, life, action points, recovery, attack, defense, level, money and keys). Below that is a large number of blocks of different size. There are multiple types of blocks.
- Black blocks are quests which when clicked will reward money and experience. When clicked often enough they are completed and will no longer yield experience for further clicks.
- Yellow blocks are enemies that lose health when clicked depending on the attack skill of the player, but also damage the player based on their attack and the player’s defense skill. When monsters are killed they too drop money and experience.
- Some blocks allow the player to buy stuff with money such as swords and shields which increases stats.
- Additionally there are a number of special blocks that unlock over time, including the final bosses.
Many blocks are locked by silver or gold keys that spawn randomly for clearing certain blocks. When the player earns enough experience he goes level up and can invest points in the recovery, attack and defense stats. The game is finished when all blocks have been cleared.