It's kinda like a office themed roguelike where you play as Tim. Under this short message from me is a explanation of the games mechanics. It *might* be incorrect (it's probably incorrect) because i used chatgpt to generate these instructions, and i'm pretty sure it made them too long as well to. (sorry!)

I think this is a REALLY fun one. I think?

Oh and like my last game and my other games this one has a free Gospel Tract! 

Hope you all enjoy it! :)

-from the developer






๐Ÿ” Core Gameplay Loop

Every run follows a dynamic but structured loop:

  1. ๐Ÿšช Enter a floor (procedurally generated arena)

  2. โš”๏ธ Fight waves of enemies

  3. ๐Ÿ“ˆ Gain XP and level up

  4. ๐Ÿง  Choose upgrades (build your strategy)

  5. ๐Ÿงฉ Encounter routes / modifiers

  6. ๐Ÿ‘‘ Fight a boss (on certain floors)

  7. โฌ†๏ธ Progress to the next floor

Repeat until the run ends.

๐ŸŸข Player Character (Tim)

  • Tim = simple, readable, expressive character

  • Core stats:

    • โค๏ธ HP (health)

    • ๐Ÿงช XP (progression)

    • โšก Dash (cooldown movement burst)

Controls:

  • WASD = move

  • SPACE = dash

Design focus:

  • Easy to control

  • Power comes from builds, not complicated inputs

๐Ÿ’ฅ Combat System

๐Ÿ”ซ Weapons

Weapons define your playstyle:

Examples:

  • โ˜• Coffee Sprayer โ†’ short-range chaos

  • ๐Ÿ“Ž Stapler Shot โ†’ consistent projectile

  • โœˆ๏ธ Paper Plane โ†’ piercing boomerang

  • โšก Email Arc โ†’ chain lightning style

Each weapon:

  • Has a unique feel

  • Scales with upgrades

  • Can evolve through synergies

โœจ Projectiles & Effects

Combat includes:

  • ๐Ÿ’ข Collision detection

  • ๐Ÿ’ฅ Area damage (AOE)

  • ๐ŸงŠ Effects (slow, chain, splash, etc.)

  • ๐ŸŽ† Visual feedback (particles, combo bursts)

๐Ÿ‘พ Enemy System

๐ŸงŸ Base Types

  • Basic chasers ๐Ÿ˜ 

  • Ranged attackers ๐ŸŽฏ

  • Tanks ๐Ÿงฑ

  • Fast swarm units ๐Ÿœ

๐Ÿง  Behaviors

  • Track and chase player

  • Use attack patterns

  • Avoid stacking on top of each other

๐Ÿ“Š Scaling

As floors increase:

  • โค๏ธ More HP

  • โšก Faster movement

  • ๐Ÿ“ˆ Higher spawn rate

  • ๐Ÿšซ Enemy cap (keeps performance stable)

๐Ÿ‘‘ Boss System

Bosses are:

  • ๐Ÿ”ด Bigger enemies

  • ๐Ÿง  Unique mechanics

  • โš”๏ธ Build + skill checks

Examples:

  • Area denial zones

  • Burst attacks

  • Multi-phase fights

Boss defeat triggers:

  • ๐ŸŽ Upgrade phase

  • ๐Ÿงญ Route selection

  • โฌ†๏ธ Floor progression

๐Ÿ“ˆ Progression Systems

๐Ÿงช XP & Leveling

  • Gain XP from enemies

  • Level up โ†’ choose upgrades

  • XP required increases over time

๐Ÿง  Upgrade System

Each level:

  • Pick 1 of 3 upgrades

  • ๐Ÿ”„ Reroll (limited resource)

Types:

  • ๐Ÿ“Š Stats (damage, speed, cooldown)

  • ๐Ÿ” Behavior (bounce, chain, orbit)

  • โค๏ธ Utility (regen, dash effects)

๐Ÿงฉ Build System (Core Depth)

This is where the game becomes highly dynamic.

โš™๏ธ Mods

Run modifiers that change rules:

Examples:

  • โš ๏ธ Risk Room โ†’ harder but better rewards

  • ๐ŸŒช Environmental hazards

  • ๐Ÿงฌ Enemy mutations

๐ŸŒŸ Awakenings (Synergies)

Special combinations unlock new mechanics:

Examples:

  • โ˜• + โšก โ†’ Storm Brew

  • ๐Ÿ’ฅ + ๐ŸŽฏ โ†’ Chain Reaction

  • โšก Dash + ๐ŸŒ€ Orbit โ†’ Cyclone Shift

  • ๐Ÿ“Ž Projectile + ๐Ÿ’ฅ Crit โ†’ Paper Engine

These:

  • Transform gameplay

  • Create unique build identities

๐Ÿงญ Route System (Branching Runs)

After key events:

Choose:

  • Route type

  • Modifiers

This creates:

  • ๐ŸŒฟ Branching paths

  • ๐ŸŽฏ Player-driven decisions

  • ๐Ÿ” Replay variety

๐Ÿ’ฐ Economy System

๐Ÿ’ต Money (In-Run)

Used for:

  • ๐Ÿ”„ Rerolls

  • ๐Ÿงฉ Events

  • Future systems

๐Ÿช™ Credits (Meta)

Used in:

  • ๐Ÿ›’ Weapons Shop

Earned across runs โ†’ permanent unlocks

๐Ÿ›’ Weapons Shop

Between runs:

  • Unlock new weapons

  • Choose your starter

Provides:

  • ๐Ÿง  Strategic variety

  • ๐Ÿ” Long-term progression

๐Ÿ”ฅ Combo System

  • Tracks consecutive eliminations

  • Increases score

  • Enhances visual feedback

Encourages:

  • Aggressive play

  • Efficient movement

๐Ÿงพ UI Systems

๐ŸŽฎ In-Run HUD

  • โค๏ธ HP bar

  • ๐Ÿงช XP bar

  • โšก Dash indicator

  • ๐Ÿข Floor / Level / Score

  • ๐Ÿ’ต Money / ๐Ÿ”„ Rerolls

  • ๐Ÿงญ Route + Mods

  • ๐Ÿง  Current build

๐Ÿ–ฅ Menus

  • Main Menu

  • Weapons Shop

  • Codex ๐Ÿ“š

  • Settings โš™๏ธ

  • Jukebox ๐ŸŽต

๐Ÿ“š Codex System

Provides:

  • ๐ŸŒŸ Awakening recipes

  • ๐Ÿ•ต๏ธ Hidden mechanics hints

  • ๐Ÿ‘‘ Boss unlock conditions

Example:

  • Hidden boss requires:

    • Keystone

    • Awakened relic

    • Risk Room

    • Boss tokens

๐ŸŽฒ Procedural Systems

Each run varies through:

  • Enemy spawn patterns

  • Upgrade randomness

  • Route/modifier selection

  • Event triggers

Result:

  • โŒ No identical runs

  • ๐Ÿ” High replayability

๐Ÿ“‰ Difficulty Scaling

The game increases challenge through:

  • ๐Ÿ‘พ Enemy count and spawn rate

  • โšก Enemy speed

  • ๐Ÿงฌ Stronger modifiers

  • ๐Ÿ‘‘ Boss complexity

๐ŸŽฏ Run End

When a run ends:

You see:

  • Score

  • Floor reached

  • Level

  • Kills

  • Best combo

  • Build summary

Then:

  • ๐Ÿ” Restart

  • ๐Ÿ  Return to menu

๐ŸŽฏ Design Philosophy

  • ๐Ÿ‘ Easy to start

  • ๐Ÿง  Deep build system

  • ๐Ÿ” High replayability

  • โš–๏ธ Fair progression

  • ๐Ÿ‘€ Clean but chaotic visuals


Published 5 days ago
StatusReleased
PlatformsHTML5
AuthorHE_is_Risen!
GenreStrategy, Shooter, Survival
TagsRoguelike, upgrades
AI DisclosureAI Assisted, Code, Graphics, Sounds, Text

Comments

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Hi guys (or girls), I'M SO EXCITED SOMEONE'S TRYING MY GAME'S! That's great (i think)! I'm sorry there's bugs, and i might fix them, but i also might not, because i have other games i wanted to work on, although, since you guys were the first people to comment on this game, i was wondering, if you all could make ANY GAME YOU WANTED, what would you make, i might try to add those suggestions to a new game, but pleaz keep in mind that i'm not that good at makeing games yet, so it might not be very good. Like i can't do 3d and stuff. Thanks! :) -the dev.

Kinda fun, but those green circles that spawn on you and are guaranteed a hit on you kinda suck. I keep taking basically no damage otherwise, but still dying in the end from getting chipped down from these, especially when they spawn so often in later levels

Hi. Shots splitting on hit freeze computer.