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.
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 people | 200 |
| Opp. cards | 200 |
| Opp. support crew | 100 |
| Opp. truck | 50 |
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:
| Archetype | Units | Dmg/hit | Hit speed | Group DPS |
|---|---|---|---|---|
| Swarm/Chip | 5 | 10 | 0.25s | 200 |
| Rapid/Precision | 3 | 33 | 0.5s | ~200 |
| Balanced | 1 | 200 | 1.0s | 200 |
| Burst/Heavy | 1 | 400 | 2.0s | 200 |
| Sniper | 1 | 800 | 4.0s | 200 |
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
| Band | tiles/sec | Travel time / 1 tile |
|---|---|---|
| Lobbed (very slow) | 2.83 | ~0.35 s |
| Artillery (slow) | 6.0 | 0.15–0.20 s |
| Standard ranged | 10.0 | 0.10–0.12 s |
| Fast | 16.67 | 0.06–0.09 s |
| Very fast | 23.33 | ~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:
| ID | Name | Footprint | L9 HP | Spawns |
|---|---|---|---|---|
| B0 | Defensive Wall | 2×2 | 6,000 | — |
| B1 | Bronze Stand | 1×1 | 4,000 | Swarm/Chip |
| B2 | Silver Stand | 1×1 | 5,000 | Balanced |
| B3 | Disrupt Outpost | 1×1 | 5,500 | Burst/Heavy |
| B4 | Loot Booth | 1×1 | 3,500 | Pickpocket |
| B5 | Sky Hangar | 2×2 | 5,500 | Air-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:
| Class | tiles/sec | Examples |
|---|---|---|
| Stationary | 0 | Buildings only |
| Slow | 0.75 | Tank-class units |
| Standard | 1.0 | Most troops |
| Flying | 1.2 | Air units |
| Fast | 1.5 | Pickpocket, 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.