A physics chaos game where players fling ridiculous objects into fragile rooms and try to cause the funniest, most expensive destruction possible.
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.
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.
Garage Band Pack
The player launches band equipment into a messy garage rehearsal space.
| 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 |
| 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 |
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.
- Player selects object.
- Player pulls and releases.
- Object launches with velocity and spin.
- Collision force damages breakable objects.
- Objects break into debris when health reaches zero.
- Damage score pops up at the break location.
- Combo increases if multiple objects break close together in time.
- Round settles once physics stop moving.
- Damage report pays cash/fans/chaos.
- Player buys upgrades and repeats.
Damage Rush is the arcade mode. It keeps the same gear selection and drag/release launch input, but changes the target layout and pacing.
- 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.
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. |
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.
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.
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- Property Damage
- Combo Chain
- Chaos Bonus
- Viral Clip Bonus
- Insurance Math Bonus
- Security Deposit Bonus
| 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 |
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
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