asset_class,gameplay_role,world_base_box,screen_scale,silhouette_rule,shape_language,palette_rule,required_actions,special_readability,acceptance PlayerSword,balanced melee,96x96,1.00,weapon diagonal visible beyond body,triangle blade + round body,1 dominant + 1 accent + skin/metal neutral,idle/run/attack/hit/death/victory/skill,attack arc must read at 25% scale,Recognizable from black silhouette in <=2 seconds PlayerAxe,heavy burst,104x104,1.05,wide shoulders and oversized axe,square torso + wedge weapon,warm accent; lowest attack-speed cue,idle/run/attack/hit/death/victory/skill,anticipation visibly longer than sword,Distinct from sword in grayscale PlayerSpear,fast reach,96x112,1.00,long horizontal or 30-degree spear line,thin rectangle + diamond tip,cool accent; motion trail narrow,idle/run/attack/hit/death/victory/skill,hit point appears beyond body radius,Weapon never disappears behind body GuidePortrait,tutorial and narrative,760x520 UI only,n/a,head/hands/prop define pose,rounded friendly forms,shares player UI palette; max 5 local colors,neutral/point/celebrate/warn/disappointed,pointer direction aligns with target,Expression readable at 160px high SwarmEnemy,quantity pressure,64x64,0.65,one exaggerated feature,round or triangle single-mass,biome local color + one hostile accent,idle/move/attack/hit/death,low visual noise; no large shadow,20 units remain individually trackable NormalMelee,baseline threat,88x88,0.90,weapon and head separated,square body + short triangle weapon,biome local + red hostile eye,idle/move/attack/hit/death,attack facing readable before contact,Not confused with player at silhouette level RangedEnemy,line threat,80x96,0.90,projectile tool extends from body,thin body + straight line motif,biome local + cyan or orange projectile,idle/move/attack/hit/death,projectile origin and direction unambiguous,Projectile visible over every biome RushEnemy,dash threat,96x80,1.00,forward-heavy center of mass,wedge or horned triangle,high-value warm accent,idle/prepare/rush/hit/death,prepare pose >=500ms before dash,Dash path matches warning strip CurvedEnemy,arc threat,88x104,0.95,raised launcher or curved horn,crescent motif,biome local + violet projectile,idle/move/attack/hit/death,arc landing point visible,Arc never uses same tell as straight shot RestSupport,support/control,80x96,0.85,staff/banner above head,vertical line + circle,low-saturation body + bright status icon,idle/cast/hit/death,cast target linked by beam or icon,Support function readable before stats panel Elite,modified threat,112x112,1.20,base family plus one persistent landmark,base shape + asymmetric modifier,base palette + silver or magenta elite mark,base actions + entrance + break,modifier not only hue shift,Visible elite cue in grayscale and colorblind test MidBoss,encounter anchor,144x128,1.50,two landmarks and larger negative space,paired shapes or asymmetric armor,biome palette + unique high-chroma accent,idle/2 attacks/hit/break/death/entrance,unique floor shadow and nameplate,Not mistaken for scaled normal enemy Boss,stage climax,192x137 minimum,2.00-2.30,three-part silhouette with one iconic prop,unique motif tied to mechanic,max 6 local colors + phase accent,idle/3 attacks/hit/phase/break/death/entrance,each attack has distinct pose and ground shape,Recognizable as 32x32 silhouette; phase change visible without UI