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Here is an extensive breakdown of Rogue Run: Rapid Fire (Redux), designed to act as a game manual or feature list for your players.

Game Overview

Rogue Run: Rapid Fire is an endless, high-octane top-down tactical shooter. The player takes on the role of a lone special operative deployed into a hostile, infinitely scrolling night zone. The goal is simple but brutal: survive as long as possible, travel as deep as you can into enemy territory, and upgrade your arsenal before you are overwhelmed.


🎮 Controls

The game features a hybrid control scheme designed for both precision on desktop and playability on mobile.

Desktop Controls (Keyboard & Mouse)

  • Movement: W, A, S, D OR Arrow Keys. (The game logic unifies these, so you can use whichever hand position is comfortable).

  • Aiming: The character constantly faces the Mouse Cursor.

  • Fire: Spacebar OR Left Mouse Click.

    • Pro Tip: Using Spacebar to fire allows you to keep your mouse hand steady for precision aiming without the “jitter” of clicking.

  • Pause: P key or the on-screen Pause button.

  • Fullscreen: Toggle via the on-screen button.

Mobile Controls (Touch)

  • Movement: A virtual D-Pad appears on the bottom-left of the screen.

  • Fire: A large Fire Button appears on the bottom-right.

  • Aiming: Touching anywhere on the screen (outside the D-Pad/Button) rotates the character.


🔫 The Arsenal (Progression System)

The game features an RPG-lite leveling system. You start with a basic sidearm. As you defeat enemies, you gain Weapon XP. When the yellow XP bar fills up, your character automatically reloads with the next tier weapon.

  1. Tier 1: M1911 (The Starter)

    • Type: Semi-Automatic Pistol

    • Damage: High per shot.

    • Mag Size: Small (8 rounds).

    • Pros: Accurate.

    • Cons: Frequent reloads; requires precision.

  2. Tier 2: MP5-SD (The Sprayer)

    • Type: Submachine Gun (Suppressed)

    • Damage: Low per shot.

    • Fire Rate: Extremely Fast.

    • Mag Size: Large (32 rounds).

    • Pros: Great for panic situations; bullet hose.

    • Cons: High spread; burns ammo quickly.

  3. Tier 3: ASSAULT (The Workhorse)

    • Type: Assault Rifle (M4 Platform)

    • Damage: Medium-High.

    • Fire Rate: Fast.

    • Pros: The perfect balance of range, damage, and accuracy. Good for sustaining fire against tougher enemies.

  4. Tier 4: SHOTGUN (The Crowd Control)

    • Type: Automatic Combat Shotgun (AA-12 style)

    • Damage: Massive (fires 7 pellets at once).

    • Pros: Clears entire groups of enemies instantly; no aiming required at close range.

    • Cons: Short range; long reload time.


💀 Enemies & Difficulty

The game uses a Linear Scaling Difficulty system based on “Depth” (how far you have walked).

  • The Hostiles: Red-eyed tactical enemies that swarm the player. They use a “flocking” AI, meaning they will try to separate slightly so they don’t stack on top of each other, creating a wall of enemies.

  • Health Scaling: Enemies at 0m Depth die in 1-2 hits. Enemies at 1000m Depth become bullet sponges, requiring sustained fire or higher-tier weapons.

  • Speed Scaling: As you progress, enemies move faster, forcing you to keep moving and dodging.

  • Spawn Rate: The deeper you go, the denser the enemy patrols become.


❤️ Mechanics & “Game Feel”

This version (Redux) was built specifically to feel “juicy” and satisfying:

  • Tactical Reloads: You have limited ammo per magazine. If you run dry, you are forced into a reload animation (indicated by a gray bar). Managing your reloads during quiet moments is key to survival.

  • Physics-Based Movement: The player has acceleration and friction. You don’t stop instantly; you slide slightly to a halt, giving weight to the movement.

  • Visual Feedback:

    • Shell Casings: Eject and spin onto the ground, remaining there permanently.

    • Blood & Decals: Defeated enemies leave marks on the ground.

    • Screenshake: Firing heavy weapons or taking damage shakes the camera.

    • Lighting: A dynamic vignette simulates a tactical flashlight/night-vision feel.

Why It’s Fun

The core loop is about Risk vs. Reward. You want to rush forward to increase your Depth score, but rushing runs you into enemies. You want to hold the trigger down, but that forces a reload at the worst possible time. The transition from the weak M1911 to the room-clearing Shotgun provides a massive “power trip” for the player after surviving the early game.

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