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Roguecraft – Vertical Roguelike Shooter

Design Document

Prepared by Kenneth Preston


1. Overview

Roguecraft is a vertical roguelike space shooter prototype built for web view on mobile and desktop, with optional standalone app support. The game follows a Vampire Survivors-inspired formula: survive against endless waves of enemies for a set time period to achieve victory.

Primary Goal: Create a streamlined, addictive survival shooter with progressive difficulty, meaningful upgrades, and a focus on moment-to-moment decision-making during intense combat.


2. Core Design Principles

  1. Immediate Action – Drop players straight into gameplay, no tutorials
  2. Clear Progression – Linear level unlocks based on survival victories
  3. Simple Economy – Single currency (Credits) used for all purchases
  4. Escalating Challenge – Enemies start slow and ramp to overwhelming hordes
  5. Satisfying Victories – Clear win conditions with meaningful rewards
  6. Compelling Loop – Die/win → upgrade ship/buy new ships → try harder level → repeat

3. Core Gameplay Loop

  1. Select Level – Choose from unlocked campaign levels
  2. Battle – Survive against endless enemy spawns for 3-7 minutes
  3. Level Up – Collect XP, choose upgrades during battle
  4. Win or Die – Survive the timer to win credits, or die and earn nothing
  5. Upgrade – Spend credits on new ships or building upgrades
  6. Repeat – Tackle the next level with better stats

4. Victory & Defeat System

Win Condition

  • Survive for the level's required time (3-7 minutes depending on level)
  • Earn credits reward (100-400 depending on level)
  • Unlock next level (if not already unlocked)
  • Progress is saved

Defeat Condition

  • Health reaches zero
  • Return to main menu
  • No credits earned
  • Stats still recorded (kills, time survived)
  • Can retry immediately

Progression Philosophy

  • You're not expected to win first try
  • Each attempt makes you better at the game
  • Credits from wins let you buy new ships for variety
  • Buildings provide permanent stat boosts

5. Enemy Spawning System (Vampire Survivors Style)

Dynamic Spawning

  • Enemies spawn continuously throughout the level
  • No predetermined waves or patterns
  • Spawn rate accelerates over time:
    • Starts at 1 enemy every 2 seconds
    • Ramps to 1 enemy every 0.3 seconds by 2 minutes
    • Creates natural difficulty curve

Enemy Composition

  • Early (0-2 min): Mostly basic drones and wasps
  • Mid (2-4 min): Mix of drones, hunters, tanks
  • Late (4+ min): Heavy enemies, bombers, complex types

Difficulty Scaling

  • Each level has a difficulty multiplier (1.0x to 2.5x)
  • Higher multipliers = slower spawn rate but tougher enemies
  • Creates distinct feel between levels

6. Economy & Monetization

Single Currency: Credits

  • Earned by winning levels (100-400 per victory)
  • Used to purchase new ships (250 credits each)
  • Used to upgrade buildings

No Premium Currency

  • Removed gems/gacha system
  • All ships purchaseable with credits
  • Clear, fair progression

Ship Unlocking

  • Start with Ace (Cannon ship)
  • 11 additional ships available for 250 credits each
  • Each ship has unique starting weapon and innate ability
  • Provides variety and replayability

Building Upgrades

  • Permanent stat boosts (HP, speed, weapon slots, etc.)
  • Costs increase per level
  • Provides long-term progression

7. Weapons, Passives, Evolutions, and Characters

Every weapon ties to a passive and evolves into a visually powerful form. Each starting character corresponds to a weapon and has an innate passive ability that is unique and additive.

Weapon Table

Weapon Damage Type Passive Evolution Effect Character Innate Ability
Cannon Physical Ballistics Railstorm Gatling Rapid triple-barrel cannon emitting shockwaves Ace +10% pickup radius per level cleared
Shotgun Physical Weapon Speed Up Auto Scatter Wide-arc auto-fire filling half screen Club -15% incoming damage
Gun Buddy Physical Drone Bay Expansion Drone Swarm Five orbiting drones firing volleys Heart +1 passive slot, -1 weapon slot
Lightning Nature Critical Systems Storm Nexus Arc lightning chaining indefinitely Diamond +20% crit chance on Nature damage
Ice Cold Thruster Mod Cryo Lancer Piercing ice lances shatter into shards Queen +25% attack speed for Cold weapons
Fire Fire Overdrive Reactor Combustion Core Explosions trigger chain reactions, screen flashes Jack All projectiles bounce once
Water Cold Pickup Radius Tidal Surge Giant wave rippling across screen Pair Weapons fire twice but deal 50% less damage
Earth Nature Ship Armor Tectonic Bloom Pulsing ground cracks spread fractally Joker Generates small shield every 10s if stationary
Dark Control Evasion Drive Shadow Legion Converts enemies into permanent allies King 10% chance enemies revive as allies
Laser Beam Fire Energy Core Solar Lance Beam widens and intensifies into screenwide burn Ten +15% damage at max heat, slower overheat
Ricochet Disk Physical Ballistics Pinball Vortex Multiplying bouncing disks create chaos Spade +1 ricochet bounce, +10% projectile speed
Missile Pod Fire + Physical Salvage Unit Nova Barrage Splitting missiles blanket screen King of Clubs +1 missile per salvo, +10% explosion radius

Design Notes

  • Evolutions create strong visual spectacle
  • Each character's innate passive shifts playstyle tone
  • Card theme implies rarity and hierarchy (Ace–King)

8. Passives

Passive Effect
Ballistics Increased Physical Damage
Weapon Speed Up Increases fire rate across all weapons
Ship Armor Flat damage reduction or regenerating shields
Energy Core Increases projectile size and range
Pickup Radius Larger magnet for XP/currency
Evasion Drive Small dodge chance
Critical Systems Adds crit chance across weapons
Thruster Mod Faster projectiles and acceleration
Overdrive Reactor Attack speed burst after collecting XP
Salvage Unit Spawns golden pinata enemies (more meta currency)
Drone Bay Expansion Increases ally damage and attack speed

9. Buildings & Meta Progression

Building Purpose
Hangar Ship upgrade hub - base HP, speed, starting weapon slots
Research Lab Unlock weapons and passives permanently
Forge Upgrade rarity caps (level 4+, unique modifiers)
Command Center XP/difficulty scaling, unlock Elite Mode
Power Reactor Pickup efficiency and magnet radius improvements
Drone Factory Adds passive companions/auto-collect drones
Training Simulator Preview/test weapons before runs
Archive Achievement tracking with permanent boosts

10. Session & Screen Flow

Game Flow (Revised - No Tutorial)

  1. First Launch → Main Menu
  2. Start Campaign → GameScene (Level 0)
  3. Play → Survive or die
  4. Victory → Credits earned, next level unlocked, return to menu
  5. Defeat → Return to menu
  6. Upgrade → Buy ships or upgrade buildings
  7. Repeat → Try next level

No Tutorial

  • Players learn by playing
  • First level (3 minutes) is forgiving
  • Natural difficulty ramp teaches mechanics
  • Death is cheap - just try again

Main Menu Structure

  • Campaign – Start playing (shows current unlocked level)
  • Build – Upgrade buildings for permanent boosts
  • Hangar – Buy and select ships
  • Stats – View character performance stats

11. Damage Over Time (DOT) Effects

Effect Description
Freeze Deals damage over time while slowing enemy
Fire % of damage dealt as burning DOT
Nature Causes poison DOT
Fire & Poison Spreads to nearby enemies

12. Technical Plan

Component Technology/Approach
Framework Phaser 3 + React + Vite
Art ASCII assets for rapid prototyping
Input Drag / multi-touch invisible joystick
Audio Multi-channel mixing (music, UI, weapons, enemies, evolutions)
Build Web view with offline support
Session Target <5 minutes per level
Optimization Projectile pooling, readable pacing

13. Rationale & Expected Impact

By addressing observed friction while keeping what works, Roguecraft strengthens a proven genre loop. Removing redundant complexity and clarifying feedback loops create smoother onboarding and stronger retention.

Benefits

  • Faster comprehension and immediate satisfaction
  • More readable combat with better differentiation
  • Greater player variety through ship-based gacha
  • Clearer long-term progression

Risks

  • Simplified visuals may limit appeal
  • Frequent upgrades could disrupt pacing
  • Co-op syncing requires optimization

14. Campaign Levels

Level Name Duration Difficulty Credits
0 First Contact 3:00 1.0x 100
1 Rising Storm 4:00 1.3x 150
2 Overwhelming Force 5:00 1.6x 200
3 Endless Swarm 6:00 2.0x 300
4 Inferno 7:00 2.5x 400

Level Unlock System

  • Start with Level 0 unlocked
  • Win a level to unlock the next
  • Can replay any unlocked level for practice (but no credit rewards on repeat wins)
  • Linear progression (no branching paths)

15. Player Loadout System

Default Configuration

  • 4 weapon slots
  • 4 passive slots
  • Expandable via meta progression

Upgrade Paths

  • Weapons and passives have 3 upgrade levels by default
  • Special items can have custom upgrade counts
  • Max-level combinations trigger evolutions

Level-Up Flow

  1. Choose between 3 random options:
    • Level up existing weapon/passive
    • Select new weapon/passive (if slots available)
  2. Evolution trigger: weapon + passive at max level
  3. Treasure chests grant evolution or random upgrades
  4. If nothing to upgrade, award meta currency

16. Implementation Notes

Performance Considerations

  • Projectile system must be robust and performant
  • Object pooling for all game entities
  • Efficient particle systems

Mobile-First Design

  • Touch controls prioritized
  • Clear, large UI elements
  • Readable at small screen sizes
  • Portrait orientation (540x960)

Audio Architecture

  • Separate channels for:
    • Background music
    • UI sounds
    • Weapon sounds
    • Enemy sounds
    • Evolution/power-up effects

Visual Clarity

  • ASCII art style for rapid iteration
  • Clear color coding for damage types
  • Distinct enemy silhouettes
  • Readable projectile differentiation

17. Character Roster (Card Theme)

Unlockable Ships

  • Ace (Starter - Cannon)
  • King (Dark)
  • Queen (Ice)
  • Jack (Fire)
  • Ten (Laser Beam)
  • Joker (Earth)
  • Spade (Ricochet Disk)
  • Heart (Gun Buddy)
  • Diamond (Lightning)
  • Club (Shotgun)
  • Pair (Water)
  • King of Clubs (Missile Pod)

Unlock Methods

  • First additional ship: Build first building
  • Others: Gacha or direct purchase
  • Each ship changes starting weapon and stats

18. Current Implementation Status

✅ Completed

  • Vampire Survivors-style enemy spawning (continuous, accelerating)
  • Win condition (survive for X time)
  • Victory screen with credit rewards
  • Defeat screen returning to menu
  • Level unlock progression
  • Single currency economy (Credits only)
  • Ship purchasing in Hangar (250 credits each)
  • Combo system that resets when hit
  • Campaign levels with difficulty scaling
  • No tutorial - direct gameplay

🔨 In Progress

  • Full weapon system (12 types planned)
  • Passive abilities (11 types planned)
  • Evolution system (weapon + passive combos)
  • Character innate abilities

📋 Planned

  • Polish and balance
  • Additional visual/audio feedback
  • Building system expansion
  • More enemy types and behaviors

This design document reflects the current Vampire Survivors-inspired implementation of Roguecraft, focusing on immediate action, clear progression, and addictive gameplay loops.