Advanced Mechanics

For theorycrafters, deck-builders, and players who want to know the math behind the cards. Most players don't need this page. If you're not sure whether you do, you probably don't.

What this page reveals.

Mechanics that are player-visible in some form (you can observe them in matches with enough attention). What it doesn't reveal: internal balancing constants, exact tuning numbers, and engine-side behaviors that don't affect strategy.

Per-target damage values

Every card has an impact table (see the "Impacts at L9" section on any card page) that lists exactly what it does to each target type. The number in the table is the number the target takes on hit.

Example — Mama Baker (Attract + Attack) at Level 9:

Target Damage per hit
Undecided people200
Opp. cards200
Opp. support crew100
Opp. truck50

Cards that hit uniformly (Bouncer, Discount Diva, Hangry Crows) show the same number across every row; cards with target-specific tuning (Mama Baker, Gumball Slinger, Sneaky Sam's Stink Bomb) show the actual per-target curve.

Archetype DPS framework (L9 reference)

Five central archetypes are calibrated to a constant 200 group DPS at Level 9:

ArchetypeUnitsDmg/hitHit speedGroup DPS
Swarm/Chip5100.25s200
Rapid/Precision3330.5s~200
Balanced12001.0s200
Burst/Heavy14002.0s200
Sniper18004.0s200

Glass Cannon (combat-only DPS spike at 800) and Tank (HP spike at 50 DPS) sit off this curve. Buildings don't deal damage directly — their spawned units do.

Projectile mechanics

Cards that fire projectiles (Robbie, Squak Box, Sneaky Sam's Stink Bomb) use a separate speed/gravity/arc system from movement.

Projectile speed bands

Bandtiles/secTravel time / 1 tile
Lobbed (very slow)2.83~0.35 s
Artillery (slow)6.00.15–0.20 s
Standard ranged10.00.10–0.12 s
Fast16.670.06–0.09 s
Very fast23.33~0.04 s

Projectile gravity (arc behavior)

  • Flat (0) — straight-line lasers (Robbie's bottle caps)
  • Mild arc (50) — most spells, Princess-tower arrows
  • Visible arc (90) — slower spells
  • Lobbed (175+) — Spear-Goblin equivalents
  • Bomb arc (200) — Bomber equivalents
  • Steep drop (400) — air-unit drops

Building sub-archetypes

The Building category has 6 sub-archetypes:

IDNameFootprintL9 HPSpawns
B0Defensive Wall2×26,000—
B1Bronze Stand1×14,000Swarm/Chip
B2Silver Stand1×15,000Balanced
B3Disrupt Outpost1×15,500Burst/Heavy
B4Loot Booth1×13,500Pickpocket
B5Sky Hangar2×25,500Air-class

All buildings are stationary (speed_tps = 0). B0 is the only pure-defensive building — it has no spawn output, just absorbs damage.

Movement speed bands

Foodogeki uses 5 native speed classes, plus 2 additional CR-mapped bands available for design flexibility:

Classtiles/secExamples
Stationary0Buildings only
Slow0.75Tank-class units
Standard1.0Most troops
Flying1.2Air units
Fast1.5Pickpocket, Glass Cannon

What's NOT documented (and won't be)

Some mechanics are designer-side knobs. Publishing them would either give away tuning intent or let dataminers reverse-engineer the balance roadmap. We hold these:

  • Exact tile-to-cm scaling (engine-internal)
  • Spawn-rate values in milliseconds for individual buildings
  • Internal damage_type_id values and hit-resolution priority
  • The exact L9 anchor HP for each archetype (you can observe ranges, not exact numbers)
  • Agent action enum semantics

If you really need those for a tournament-level theorycraft, post in Discord #balance — the team sometimes shares specifics for serious analytical projects.

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