
Tim: Chaos Run
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
๐ Core Gameplay Loop
Every run follows a dynamic but structured loop:
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๐ช Enter a floor (procedurally generated arena)
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โ๏ธ Fight waves of enemies
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๐ Gain XP and level up
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๐ง Choose upgrades (build your strategy)
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๐งฉ Encounter routes / modifiers
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๐ Fight a boss (on certain floors)
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โฌ๏ธ Progress to the next floor
Repeat until the run ends.
๐ข Player Character (Tim)
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Tim = simple, readable, expressive character
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Core stats:
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โค๏ธ HP (health)
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๐งช XP (progression)
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โก Dash (cooldown movement burst)
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Controls:
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WASD = move
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SPACE = dash
Design focus:
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Easy to control
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Power comes from builds, not complicated inputs
๐ฅ Combat System
๐ซ Weapons
Weapons define your playstyle:
Examples:
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โ Coffee Sprayer โ short-range chaos
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๐ Stapler Shot โ consistent projectile
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โ๏ธ Paper Plane โ piercing boomerang
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โก Email Arc โ chain lightning style
Each weapon:
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Has a unique feel
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Scales with upgrades
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Can evolve through synergies
โจ Projectiles & Effects
Combat includes:
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๐ข Collision detection
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๐ฅ Area damage (AOE)
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๐ง Effects (slow, chain, splash, etc.)
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๐ Visual feedback (particles, combo bursts)
๐พ Enemy System
๐ง Base Types
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Basic chasers ๐
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Ranged attackers ๐ฏ
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Tanks ๐งฑ
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Fast swarm units ๐
๐ง Behaviors
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Track and chase player
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Use attack patterns
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Avoid stacking on top of each other
๐ Scaling
As floors increase:
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โค๏ธ More HP
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โก Faster movement
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๐ Higher spawn rate
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๐ซ Enemy cap (keeps performance stable)
๐ Boss System
Bosses are:
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๐ด Bigger enemies
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๐ง Unique mechanics
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โ๏ธ Build + skill checks
Examples:
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Area denial zones
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Burst attacks
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Multi-phase fights
Boss defeat triggers:
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๐ Upgrade phase
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๐งญ Route selection
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โฌ๏ธ Floor progression
๐ Progression Systems
๐งช XP & Leveling
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Gain XP from enemies
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Level up โ choose upgrades
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XP required increases over time
๐ง Upgrade System
Each level:
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Pick 1 of 3 upgrades
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๐ Reroll (limited resource)
Types:
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๐ Stats (damage, speed, cooldown)
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๐ Behavior (bounce, chain, orbit)
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โค๏ธ Utility (regen, dash effects)
๐งฉ Build System (Core Depth)
This is where the game becomes highly dynamic.
โ๏ธ Mods
Run modifiers that change rules:
Examples:
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โ ๏ธ Risk Room โ harder but better rewards
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๐ช Environmental hazards
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๐งฌ Enemy mutations
๐ Awakenings (Synergies)
Special combinations unlock new mechanics:
Examples:
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โ + โก โ Storm Brew
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๐ฅ + ๐ฏ โ Chain Reaction
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โก Dash + ๐ Orbit โ Cyclone Shift
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๐ Projectile + ๐ฅ Crit โ Paper Engine
These:
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Transform gameplay
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Create unique build identities
๐งญ Route System (Branching Runs)
After key events:
Choose:
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Route type
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Modifiers
This creates:
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๐ฟ Branching paths
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๐ฏ Player-driven decisions
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๐ Replay variety
๐ฐ Economy System
๐ต Money (In-Run)
Used for:
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๐ Rerolls
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๐งฉ Events
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Future systems
๐ช Credits (Meta)
Used in:
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๐ Weapons Shop
Earned across runs โ permanent unlocks
๐ Weapons Shop
Between runs:
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Unlock new weapons
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Choose your starter
Provides:
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๐ง Strategic variety
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๐ Long-term progression
๐ฅ Combo System
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Tracks consecutive eliminations
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Increases score
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Enhances visual feedback
Encourages:
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Aggressive play
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Efficient movement
๐งพ UI Systems
๐ฎ In-Run HUD
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โค๏ธ HP bar
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๐งช XP bar
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โก Dash indicator
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๐ข Floor / Level / Score
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๐ต Money / ๐ Rerolls
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๐งญ Route + Mods
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๐ง Current build
๐ฅ Menus
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Main Menu
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Weapons Shop
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Codex ๐
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Settings โ๏ธ
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Jukebox ๐ต
๐ Codex System
Provides:
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๐ Awakening recipes
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๐ต๏ธ Hidden mechanics hints
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๐ Boss unlock conditions
Example:
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Hidden boss requires:
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Keystone
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Awakened relic
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Risk Room
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Boss tokens
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๐ฒ Procedural Systems
Each run varies through:
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Enemy spawn patterns
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Upgrade randomness
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Route/modifier selection
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Event triggers
Result:
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โ No identical runs
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๐ High replayability
๐ Difficulty Scaling
The game increases challenge through:
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๐พ Enemy count and spawn rate
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โก Enemy speed
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๐งฌ Stronger modifiers
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๐ Boss complexity
๐ฏ Run End
When a run ends:
You see:
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Score
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Floor reached
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Level
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Kills
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Best combo
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Build summary
Then:
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๐ Restart
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๐ Return to menu
๐ฏ Design Philosophy
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๐ Easy to start
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๐ง Deep build system
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๐ High replayability
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โ๏ธ Fair progression
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๐ Clean but chaotic visuals






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.