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Property Damage — Game Spec

One-line pitch

A physics chaos game where players fling ridiculous objects into fragile rooms and try to cause the funniest, most expensive destruction possible.

Design pillar

The game is a chaos generator, not a precision puzzle.

The player should feel smart when they cause a chain reaction, but the game should also produce unexpected outcomes that make them laugh.

Modes

Property Damage starts at a title menu with two modes.

Mode Loop End condition
Wreck Room One launch into a fragile room, then a damage report when physics settle. The launched gear and room debris settle or time out.
Damage Rush Repeated launches from the left against incoming props moving in from the right. 90 seconds expire or five props escape fully offscreen left.

The menu is React UI over a dimmed, blurred game-world background. Selecting a mode plays a short synthesized menu sound, locks the selected button, fades the menu, and boots or reveals the selected Phaser scene.

V1 pack

Garage Band Pack

The player launches band equipment into a messy garage rehearsal space.

Flingable objects

Object Personality Physics behavior Player expectation
Guitar classic chaos medium mass, spins unpredictable wall bounces
Bass Amp heavy regret high mass, low bounce crushes objects and starts collapses
Cymbal shiny menace high bounce, round ricochets and tags fragile items
Mic Stand spear of bad ideas long thin body pierces across the room
Fog Machine dumbest object medium mass, burst bonus smoke/fog incident and bonus chaos

Environment objects

Object Role
Folding table easy early break target
Questionable cake funny soft object, good bonus target
Old TV high-value satisfying target
Speaker stack heavy collapse object
Cooler of regret sliding object that can knock others
Garage shelf chain-reaction platform
Paint can small target, debris source
Cable bin soft chaos object
Mystery box surprise debris object
Neon sign fragile high-value target
Tiny drum kit theme anchor
Garage window fragile high-score target

Controls

V1 controls stay dead simple.

  • Pointer/touch down near launcher.
  • Drag backward to aim and charge.
  • Release to fling.
  • Round ends when physics settle.
  • Reset button reloads the room.

Round flow

  1. Player selects object.
  2. Player pulls and releases.
  3. Object launches with velocity and spin.
  4. Collision force damages breakable objects.
  5. Objects break into debris when health reaches zero.
  6. Damage score pops up at the break location.
  7. Combo increases if multiple objects break close together in time.
  8. Round settles once physics stop moving.
  9. Damage report pays cash/fans/chaos.
  10. Player buys upgrades and repeats.

Damage Rush mode

Damage Rush is the arcade mode. It keeps the same gear selection and drag/release launch input, but changes the target layout and pacing.

Arcade layout

  • Launcher and thrower stay on the left side.
  • Incoming props spawn offscreen right, use Matter bodies, and move left through five lanes.
  • Props remain playable until they leave the screen on the left.
  • The player repeatedly launches gear, then waits through a short reload before launching again.

Incoming props

The current pass includes at least eight prop types:

Prop Scoring role
Questionable Cake Wobbly party target with strong value.
Old TV Heavy electronics target.
Neon Sign Fast, fragile, high-value target.
Folding Table Unstable medium target.
Garage Shelf Heavy high-value target.
Mystery Box Mid-sized wood target.
Speaker Stack Tall, top-heavy electronics target.
Paint Can Small, fragile, very high-value target.

Pacing

Damage Rush uses timer-based phases:

  • Warmup, 0-20 seconds: slower spawns and readable targets.
  • Rush, 20-55 seconds: medium spawns and more variety.
  • Damage Storm, 55-90 seconds: faster mixed spawns.

Scoring

Damage Rush tracks:

  • Score/damage.
  • Combo and best combo.
  • Props cleared.
  • Escapes.
  • Best single impact.
  • Cash and fans earned.

Collision damage uses Matter impact speed, gear multiplier, target fragility, and upgrade bonuses. Cleared props spawn debris, feed lines, floating score labels, and camera shake. Props that leave the left side of the screen while still active increment escapes and are removed.

Scoring model

V1 scoring intentionally favors spectacle over precision.

Damage = object base value × combo multiplier + impact force bonus
Cash payout = total damage × 12%
Fans = total damage / 300 + viral bonus
Chaos = impact intensity + combo value

Score categories

  • Property Damage
  • Combo Chain
  • Chaos Bonus
  • Viral Clip Bonus
  • Insurance Math Bonus
  • Security Deposit Bonus

Upgrade model

Upgrade Effect Why it matters
Launch Power stronger launch velocity bigger hits, more room coverage
Gear Weight more mass heavier collisions feel better
Fragile Room lower effective durability more frequent breaks
Viral Clip more bonus fans idle/progression hook
Insurance Math better payout multiplier cash progression

Same-level replayability

The room should remain fun even before new levels exist.

Replay comes from:

  • different object behavior
  • launch angle experimentation
  • combo timing
  • partially unpredictable bounces
  • upgrades changing the damage curve
  • funny incident feed text
  • trying to beat best damage
  • aiming for specific high-value targets
  • rare viral bonuses

Expansion structure

The name Property Damage is the umbrella. Garage Band is only Pack 1.

Future packs can reuse the same engine:

  • Moving Day
  • Office Meltdown
  • Wedding Disaster
  • Toddler Mode
  • Holiday Party
  • Failed Magician
  • Influencer Photo Shoot
  • Haunted Open House

Each pack only needs:

  • new background
  • new flingable objects
  • new breakable props
  • new flavor text
  • new score bonuses