Game Development Document


๐ŸŽฎ Game Overview

An arcade-inspired progression game built on HTML5 Canvas + JavaScript. Collect Alpha and Omega pickups to fill the level meter. The balance between Alpha and Omega decides which perk you unlock (25 possible outcomes).

โš™๏ธ Core Gameplay

Pickups Alpha + Omega drop randomly. Missed pickups transform into Heart pickups (heals 1). Hearts always spawn (even at full health), last 10s.

Health Start with 3 hearts. Lose 1 on enemy hit or collision.

Upgrades (25 total) Determined by Alpha/Omega ratio. Middle ranges give common boosts (speed, magnet, shields). Extremes unlock rare perks (fire/frost trails, piercing shots, cosmetic glow).

Progression Pickups required increase on a smooth curve (12 โ†’ 18 โ†’ 26 โ†’ โ€ฆ). Every 3rd level spawns special events for variety.

๐Ÿ› ๏ธ Tech Canvas rendering (JavaScript) Web Audio API for sound + effects. JSON data for upgrade mapping.

๐Ÿšง Current Phases Phase 1: Survival shooter (ship dodges + collects). - Main Game Phase 2 (WIP): Runner with hazards, pickups, momentum speed. Phase 2 (WIP): Classic Breakout. Phase 2 (WIP): Donโ€™t stand i โ€œfireโ€ mode.

๐Ÿ”œ Planned Phases

Circular Breakout (Y-paddle inside a ring). Snake (body color = Alpha/Omega ratio). Pac-Maze (collect, dodge, escape). Frogger-Crossing (hazard lanes). Match-3 inspired (simple align mechanics).

๐Ÿ› Known Issues

Some perks need visual polish (glow, trails). Pickup bias sometimes skews too often mid-range.

๐Ÿ“Œ Next Steps Complete current phases. Continue perk balancing + FX polish. Add planned phases

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