Game Design Document: Rogue Robots
1. High-Level Concept
- Title: Rogue Robots
- Genre: A hybrid of Tower Defense, Autobattler, and Rogue-like genres.
- Platform: Browser-based, optimized for both Desktop and Mobile (iOS, Android).
- Core Premise: Players defend their base on a procedurally generated maze against opposing AI robots, utilizing resource management, strategic unit placement, and a persistent meta-progression system.
2. Core Gameplay Loop
- The "Creep" Clash: The foundational combat involves auto-generated robot combatants spawning at regular intervals from both bases. These units march along the path toward the opposing base, automatically engaging enemy units they meet.
- Map & Grid Structure: Each round features a randomly generated, maze-like grid with a single continuous route carved through it.
- Territorial Divide: The maze is split horizontally by a visible line. The top half belongs to the NPC enemy, and the bottom half is the player's territory.
- Bases & Win Condition: The NPC base is at the top-left, and the player's base is at the bottom-right. Each base has a set amount of Hit Points (HP). The first team to reduce the opposing base's HP to zero wins the round.
- Player Actions: The player spends resources to influence the battle strictly on their side (the bottom half).
- Spawn Special Robots at the player base to join the main wave.
- Dynamically drop Special Robots anywhere on the walkable path within their territory.
- Build Static Defenses (Towers) on the walls to fire projectiles at incoming enemies.
3. Economy & Resources
- In-Match Resources: The game utilizes three distinct resources: Metal, Batteries, and Silicon.
- Metal: Awarded to the team that secures the killing blow on an enemy robot.
- Batteries & Silicon: These spawn at random locations on the walkable spaces and are collected when a team's robot physically walks over them.
- Crafting Recipes: Every deployable Special Robot or Tower requires a specific combination (recipe) of these three resources.
- Pre-Round Economy: Resources do not carry over between rounds; players start completely fresh each time.
- Asymmetrical Starts: Each round provides a fixed, predetermined pool of starting resources. This information is revealed during the pre-round loadout phase, incentivizing players to draft units that capitalize on abundant starting materials.
4. Rogue-like Elements & Meta-Progression
- Experience Points (XP) & Leveling: Players earn XP based on their overall run performance, contributing to a persistent player profile level.
- The Unlocking System: New robot and tower types are unlocked via meta-progression. A new player starts with roughly 3 foundational choices and eventually unlocks a diverse pool of 20 to 30 options.
- Pre-Round Loadouts: Before a round begins, players are restricted to choosing only 8 types of robots/towers to bring into that specific battle, forcing strategic synergy.
- Post-MVP Run Structure: Eventually, a "Full Game" will consist of a fixed sequence (e.g., 15 rounds) against progressively harder, distinct NPC "AI" profiles.
5. Mechanics & Entities
- Grid Composition: The grid consists of two terrain types:
- Walkable Spaces: The continuous path for marching robots and dropping Special Robots.
- Walls: Unwalkable terrain reserved for placing Static Defenses (Towers).
- Unit Types:
- Basic Creeps: Automatically generating combatants.
- Special Robots: Summoned units costing resources.
- Towers: Static structures placed on walls providing covering fire.
6. Art & Audio Direction
- Visual Style: Top-Down 2D Retro Pixel Art.
- Animation Scope (MVP): Simple, functional sprite states limited to walking, attacking, and dying.
- Asset Pipeline: Artwork generated using AI tools via explicit prompts for "sprite sheets".
- Audio Direction: 8-bit chiptune music and sound effects (Post-MVP).
7. Technical Scope
- Game Engine/Framework: Phaser.js.
- Justification: Provides WebGL rendering to handle 50+ moving units smoothly on desktop and mobile. Includes built-in game loops, physics, and collision detection. Free to use.
8. Unit Data (MVP Vertical Slice)
(Note: All player-deployed units share a 1-second Universal Deployment Cooldown).
| Name | Robot? | Metal | Silicon | Batteries | Spawn | HP | Dmg | Range | Armor | Move Spd | Atk Speed | Special Behavior | Unlock |
| Grunt | Y | 0 | 0 | 0 | Base | 3 | 1 | 1 | 0 | Medium | Medium | None | Lvl 1 |
| Punchbot | Y | 3 | 0 | 0 | Base | 5 | 2 | 1 | 0 | Medium | Medium | None | Lvl 1 |
| Zapbot | Y | 3 | 0 | 1 | Base | 3 | 2 | 3 | 0 | Medium | Medium | None | Lvl 1 |
| Scavenger | Y | 3 | 1 | 0 | Drop | 1 | 1 | 1 | 0 | Fast | Slow | Instead of pathing to base, paths to nearest resource. Self-destructs after picking up a resource. | Lvl 1 |
| Boombot | Y | 3 | 1 | 1 | Base | 3 | 10 | 1 | 0 | Fast | Fast | Damage is AoE in small radius; self destructs after first attack. | Lvl 2 |
| Tankbot | Y | 7 | 0 | 0 | Base | 7 | 2 | 1 | 1 | Slow | Medium | None | Lvl 2 |
| Floatbot | Y | 2 | 2 | 2 | Base | 3 | 2 | 1 | 0 | Medium | Medium | Can fly -- doesn't need to follow path so moves in straight line to enemy base; Can only be attacked if range > 1. | Lvl 3 |
| Boomtrap | N | 5 | 1 | 2 | Drop | 3 | 10 | 1 | 0 | None | None | If enemy walks within range, does damage in small radius then self-destructs. | Lvl 3 |
| Zap Tower | N | 5 | 1 | 5 | Drop | 5 | 2 | 3 | 0 | None | Medium | None | Lvl 3 |
9. Map & Procedural Generation
- Grid Dimensions: 12 Columns by 16 Rows (12x16) grid.
- The Territorial Divide: Rows 1–8 belong to the NPC (Top Half); Rows 9–16 belong to the Player (Bottom Half).
- Dynamic Pathing Archetypes:
- The Serpent (Single Path): A long, winding path with multiple switchbacks.
- The Fork (Multi-Lane): Path splits into 2 or 3 distinct lanes.
- The Grid (Webbed Paths): Open layout with interconnected short paths.
- Fixed Endpoints: NPC base at top-left (0,0) to player base at bottom-right (11,15).
10. Enemy AI Pathing Logic
- Primary Directive: Auto-generating units will always calculate and follow the absolute shortest available route to the opposing base.
- Equidistant Branching: Random selection when encountering equidistant intersections.
11. Controls & UI Interaction
- Pre-Round Draft UI: Player selects up to 8 deployables for their active loadout slots.
- In-Game Deployment: Two-step "tap-to-place" system (tap slot, tap grid).
12. Combat Logic & Targeting
- Primary Targeting Priority: All units attack the Closest Attackable Enemy within their range by default.
- Special Targeting: Overridden only by specific "Special Behavior" attributes.
13. Wave Pacing & Escalation
- The Baseline Spawner: Player Base auto-spawns 1 friendly Grunt every 4 seconds. NPC Base auto-spawns 1 enemy Grunt every 3 seconds.
- The Escalation Timer ("Soft Enrage"):
- At 5 Minutes: NPC base spawns 1 Grunt every 2 seconds.
- At 10 Minutes: NPC base spawns 1 Grunt every 1 second.
- Wave Structure: Grunts spawn infinitely until one base reaches 0 HP.