Mortar and Pistol
Medieval fantasy bullet heaven — magic-powered guns, alchemical weapons, elemental affinities.
A vampire-survivors-style bullet heaven where magic comes from guns, not wands. Every weapon is a purpose-built magical firearm. Pick a hero, grab weapons, attune to an element, and transmute your arsenal into something devastating.
Quick Links
Heroes
Each hero starts with a weapon, an elemental affinity, and a unique passive.
Weapon: Bolt Rifle
Element: Lightning
Passive: +10% fire rate
Enchanted long-barrel rifle. Arcane formulas focus magic into a single devastating piercing bolt.
Weapon: Scatter Flask
Element: Poison
Passive: +12% AoE radius
Modified blunderbuss that fires unstable flasks. Shatters into volatile shrapnel on impact.
Weapon: Powder Keg
Element: Fire
Passive: +15% damage
Massive iron mortar that drops primed explosive kegs. The fuse burns, then everything goes up.
Weapon: Twin Barrels
Element: Wind
Passive: +15% move speed
Dual compact pistols with wind vents. Fires both barrels in rapid succession — one-two punch.
Weapons
Character Weapons
Each hero starts with a unique weapon. Exclusive — not in the level-up pool.
Bolt Rifle
Wizard · BEAM
Pulsed hitscan beam pierces enemies in a line. Long range.
20-40 dmg · 0.8-1.2/s · scales pierce + area
Scatter Flask
Alchemist · BURST
Flask shatters into 4-8 shrapnel on impact. Chaotic AoE.
14 + 4×shrapnel · 0.7-1.0/s
Powder Keg
Bombardier · MINE
Drops barrel at position. Fuse burns, then massive detonation. Extra kegs thrown in arc.
25-60 dmg · 0.5-0.7/s · 90px radius
Twin Barrels
Assassin · BURST-FIRE
2 rapid shots (0.1s apart). Fast projectiles, quick cooldown.
10-22 ×2 · 1.2-1.8 bursts/s
Pool Weapons
Available to all heroes through level-ups. Currently archived — awaiting upgrade rework.
| Weapon | Type | Damage | Rate | Mechanic |
|---|---|---|---|---|
| Bayonet Rush | MELEE | 14-30 | 1.2-2.0/s | Magic-blade. 120° cone sweep. |
| Mortar Burst | AOE | 8-20 | 0.5-0.7/s | Potion shell detonation. 80px radius. |
| Arc Discharge | CHAIN | 12-28 | 0.8-1.2/s | Lightning rounds arc. 2-6 chains. |
| Ember Shells | ORBIT | 7-15 | — | Fire rounds orbit at 180°/s. |
| Blight Flask | DOT | 5-13/tick | 0.4-0.6/s | Poison zone. Ticks 0.5s for 3-5s. |
| Seeker Rounds | BARRAGE | 15-27 | 0.4-0.6/s | Homing bullets. 2-4 per volley. |
Transmutations
Weapon at Lv5 + paired passive = auto-transmute.
Elemental Affinities
One active at a time. Modifies ALL equipped weapons.
Weapon × Element Matrix
Special interactions (stretch goals).
| Fire | Earth | Ltn. | Wind | Psn. | Void | Light | |
|---|---|---|---|---|---|---|---|
| Bolt Rifle | — | — | fork | — | — | — | trail |
| Scatter Flask | — | slow zone | — | — | DOT shrapnel | — | — |
| Powder Keg | fire ground | — | — | — | — | vacuum | — |
| Twin Barrels | — | — | chain shot | triple-tap | — | — | — |
| Bayonet | burn trail | — | — | knockback | — | — | — |
| Mortar | — | huge radius | — | — | — | vacuum | — |
| Arc | — | — | 2x chains | — | — | — | instant |
| Ember | fire trails | — | — | — | poison wake | — | — |
| Blight | — | slow zone | — | — | 2x poison | — | — |
| Seeker | — | — | chain splash | — | — | singularity | — |
Passives
Passive acquisition system currently under rework.
Combat
Alchemical Blink (Dash)
Space / bumper. Brief alchemical dissolve, reappear ahead. I-frames on first 0.08s. Afterimage trail.
| Stat | Value | Notes |
|---|---|---|
| Distance | 100px | ~2x character width |
| Duration | 0.12s | Near-instant |
| Cooldown | 2.0s | Rewards timing |
| I-Frames | 0.08s | Dash through attacks |
Hero Dash Variants
Arc Step
Wizard — Lightning trail damages enemies passed through (5 dmg)
Caustic Roll
Alchemist — Drops a small poison puddle at start position
Blast Jump
Bombardier — Knockback on enemies near start position
Smoke Dash
Assassin — 30% longer distance (130px). Pure speed
Enemies (Planned)
Husks
Shambling magic-warped creatures.
BaseIronclads
Alchemically hardened. Slow, high HP.
TankWisps
Fast, fragile. Swarms of 8-10.
SwarmerHexborn
Ranged. Unstable magic bolts.
RangedSplitters
Burst into 2-3 Wisps on death.
SplittingBosses & Elites
Elites spawn from 3:00+. Bosses at 5:00 and 10:00.
Elite Types
5x HP, 1.5x size, 10x XP. Each adds one mechanic.
Shielded
50% DR from front. Must flank or use AoE.
Gold glowVolatile
Explodes on death — 80px radius, 15 dmg.
Pulsing redSpawner
Spawns 2 Wisps every 3s while alive.
Green trailMagnetic
Pulls XP gems toward itself. Steals your experience.
Purple vortexBoss Encounters
HP: 800 + (kills × 0.5)
Ground Slam: 120px AoE, spawns 4 Ironclads
Shield Wall: 75% DR for 3s, minions speed +50%
Charge: Dash at 200 speed, leaves damage trail
Drop: Lodestone Pulse + 200 XP
HP: 1500 + (kills × 0.5)
Wisp Burst: Spawns 8 Wisps in a ring
Lightning Trail: Zigzag dash, damaging zones
Static Field: 200px pushback pulse, 15 dmg + stun
Drop: Lodestone Pulse + 400 XP + free level-up
Arena Features
Interactive elements in the arena. Reasons to move beyond dodging.
Breakable Crates
8-12 on map. 15 HP. Respawn 15-20s after destroyed.
60%
XP cluster (3-5 gems)
20%
Heal pickup
15%
Lodestone Pulse
5%
Arcane Dust (+5)
Alchemical Braziers
2 active at once. Walk into to consume. Respawn elsewhere after 45s.
Speed Brazier
+30% move speed for 8s
Power Brazier
+20% damage for 8s
Shield Brazier
Block next hit (up to 15s)
Progression
The Forge — Meta Progression
Permanent upgrades with Arcane Dust. Makes every run matter, even losses.
| Source | Amount |
|---|---|
| Base (per run) | 10 |
| Per minute survived | 5 |
| Per 100 enemies killed | 3 |
| Per boss defeated | 25 |
| Victory bonus | 50 |
| First victory (per hero) | 100 |
Forge Enhancements
5 levels each. Apply to ALL future runs.
Achievement Unlocks
Pool Weapons
Complete 1 run with each hero → un-archives all 6 pool weapons
Weapon Talents
Max character weapon 3 times → talent upgrades in pool
Hard Mode
Win with any character → 1.5x difficulty, 1.5x Dust
Elemental Mastery
Win with each element → dual-element attunement
Alchemist's Journal
Kill 1000 enemies → per-weapon stats in end screen
True Ending
Beat Storm Weaver on Hard → 20-min run + third boss
End-of-Run Stats
Summary
Time, level, kills, total damage, bosses defeated.
Default tabWeapons
Per-weapon damage bar chart. Ranked. Color-coded.
Key featureBuild
Full loadout: weapons, passives, element. Stat contribution.
Detail viewTechnical
Audio Design
Pitch Ramping
XP pickups in rapid succession play at ascending pitch. +1 semitone per pickup, cap at +8. Reset after 0.5s gap.
Kill Variants
3-4 death sound variants per enemy type. Random selection prevents fatigue.
Overkill Feedback
3x+ overkill → beefier death sound. Lower pitch, louder. Transmuted weapons feel devastating.
Per-Weapon SFX
Each weapon type gets unique fire + hit sounds. No shared sfx_shoot.
VFX Clarity System
| Priority | Examples | At Budget Cap |
|---|---|---|
| Critical | Player, boss, HP bars, HUD | Never culled |
| High | Projectiles, dash trail, boss attacks | Particle count -50% |
| Medium | Impact effects, death bursts | Skipped entirely |
| Low | Ambient particles, orbiter trails | First to cull |
Budget cap: 150 active GPUParticles2D emitters. Z-index: ground(0) → pickups(5) → enemies(10) → player(15) → projectiles(20) → UI(100).
Roadmap
- Done
A1-A3a: Core + Weapons6 weapons, 8 passives, 6 evolutions, 17-bug audit
- Partial
A3b: UI + VFXKenney UI (~40%), base weapon VFX (6/6)
- Done
R1: Re-ThemeRenamed all assets to M&P theming
- Done
R2: Character Select4 heroes with starting loadouts
- Planned
R3: Elemental Affinities7 elements as weapon modifiers
- Planned
A3c: Movement & ArenaDodge/dash, breakable crates, alchemical braziers
- Planned
A3d: Bosses & Elites4 elite types, Iron Warden, Storm Weaver
- Planned
A3e: Audio OverhaulPer-weapon SFX, pitch ramping, kill variants
- Planned
A4: Stats & BalanceEnd-of-run stats, per-weapon DPS tracking
- Planned
A5: VFX ClarityParticle budget system, z-index layering
- Future
B1: Art & EffectsPixel art, entity sprites, evolution VFX
- Future
B2: Meta Progression (The Forge)Arcane Dust, permanent upgrades, achievements
- Future
B3: Maps & VariantsMultiple arenas, environmental hazards
Survivor-Like Systems Research
Comparative analysis of upgrade, progression, and meta systems across the genre. Click to expand.
Level-up: 3-4 choices from combined weapon + passive pool. Reroll, Banish, and Skip (limited uses, upgradeable via meta).
Characters: 50+ characters, each with exclusive starting weapon + stat bonuses (e.g., Antonio: Whip + 20% Might).
Evolution: Weapon at Lv8 + specific Passive at any level + open Treasure Chest = evolved weapon. Passive is kept.
Meta (PowerUps): Gold spent on permanent stat boosts: Might, Armor, Max HP, Recovery, Cooldown, Area, Speed, Duration, Amount, MoveSpeed, Growth, Greed, Luck, Reroll/Banish/Skip uses.
Arcanas: 22 run modifiers selected at start and at 11-min intervals. Fundamentally change mechanics.
Stats: Might, Armor, Max HP, Recovery, Cooldown, Area, Speed, Duration, Amount, MoveSpeed, Luck, Growth, Greed, Curse, Magnet, Revival.
Level-up: 3-4 choices (4 with meta upgrade). Same pool mechanics as VS.
Characters: 50+ with exclusive starting weapon + Special Attack (active ability on ~30-60s cooldown).
Collab: Weapon Lv7 + Stamp Lv7 + Collab Chest. Stamp is consumed, freeing a slot.
Meta: HoloCoins for stat upgrades (10 levels each), Enhanced Level-Up (4 choices), Starting Weapon Level, GachaPon (cosmetics).
Unique: Special Attacks add skill expression. Super Collabs (two collabs merge) for endgame power.
Stats: HP, ATK, SPD, CRT, Haste, Move Speed, Pickup Range, HP Regen, Knockback, Size, EXP Bonus.
Level-up: 3 choices. Heavily weighted toward active skill upgrades.
Evolution: Two specific skills at max level auto-merge. No chest trigger needed.
Equipment: Permanent gear with rarity tiers (Common → Mythic). Provides persistent stat bonuses.
Meta: Equipment upgrading + Talent tree + Hero levels + Multiple currencies (gold, gems, materials).
Key differentiator: Mobile-first, auto-aim, simplified controls. Equipment is semi-permanent meta gear.
UNIQUE: Shop-based. Buy weapons and items from a shop between waves. No randomized level-up choices.
Can buy duplicates — stack 6 shotguns! Reroll shop costs gold (increasing).
40+ characters with unique passives that fundamentally change playstyle.
Wave-based: 20 waves of escalating enemies. Gold economy is central.
Meta: Character unlocks and Danger levels only. No permanent stat upgrades.
Stats: HP, Regen, Life Steal, Damage, Melee/Ranged/Elemental Damage, Attack Speed, Crit, Engineering, Range, Armor, Dodge, Speed, Luck, Harvesting.
Choose 1 weapon at start from ~10 options (Shotgun, Revolver, Dual SMGs, etc.).
Level-up: 3 choices from a branching skill tree. Categories: Bullet, Fire, Ice, Lightning, Dark, Summoner, General.
No passive items — everything is skill nodes. Creates deep build paths: "fire shotgun" vs "ice sniper" vs "summon army".
Meta: Character/weapon unlocks + Rune system. No permanent stat upgrades.
Level-up: 3 choices mixing abilities and traits. Trait dependency chains (must pick A before B unlocks).
Quest-based meta: "Kill 1000 skeletons" unlocks new abilities. Goal-oriented progression.
Blessings: Permanent stat upgrades purchased between runs, gated behind quest completion.
Items stack. Picking up a second Soldier's Syringe gives double the attack speed. No caps.
No level-up choices — items from chests and drops. Rarity tiers: White, Green, Red, Yellow, Lunar, Equipment.
Difficulty scales with time. Speed vs power tension — risk spending time looting vs rushing boss.
Characters: ~14 Survivors with 4 active abilities each. Alt skills unlocked via challenges.
Meta: Character unlocks, Alternate skills, Artifacts (run modifiers), Lunar Coins.
Boons from Olympian gods modify specific slots (attack, special, cast, dash, call). Duo Boons require two gods.
Daedalus Hammer: 2 per run, fundamentally change weapon behavior ("your attack now fires 3 shots").
Mirror of Night: 24 dual-choice permanent passives. Meaningful meta decisions.
Keepsakes: 1 equipped passive, swappable between biomes. Upgraded by repeated use.
Room choice: Pick which reward to pursue each room. Rich narrative integration.
Cross-Game Comparison
| Feature | VS | HC | S.io | Brotato | 20MTD | HoT | RoR2 | Hades |
|---|---|---|---|---|---|---|---|---|
| Weapon Slots | 6 | 6 | ~6 | 6 | 1 | 5 | ∞ | 1 |
| Passive Slots | 6 | 6 | ~6 | ∞ | Tree | ∞ | ∞ | 1 |
| Weapon Max Lv | 8 | 7 | Varies | Tiers | Auto | 5 | N/A | N/A |
| Evolution | W+P+Chest | W+S+Chest | Auto | — | — | — | — | Aspects |
| Level-Up Choices | 3-4 | 3-4 | 3 | Shop(4) | 3(tree) | 3 | N/A | Room |
| Reroll | Yes | — | — | Yes($) | Yes | — | — | Yes |
| Banish | Yes | — | — | Sell | — | — | Scrap | — |
| Char Weapon | Excl. | Excl. | — | — | Choose | Yes | 4 skills | Choose |
| Meta Stats | Gold | Coins | Equip | — | — | Bless | — | Mirror |
| Run Duration | 30m | 20m | ~10m | 20 waves | 20m | ~15m | Varies | ~30m |
Key Patterns
6+6 Slot Model
Standard across the genre. Creates meaningful build tension: new weapon vs upgrade vs passive.
Evolution as Build Puzzle
Players plan backward from desired combos. The chest trigger adds a moment of payoff.
Three Tiers of Progression
In-Run (resets) / Meta (permanent stats) / Unlocks (one-time). Every game has all three.
Skill Expression vs RNG
Reroll, Banish, Skip, Shop. The best games give players tools to fight bad luck.
Character Identity
Exclusive weapon + stat bonus + unique ability. M&P already does exclusive weapons.
Passive Acquisition
6 approaches: Level-up pool (VS), Shop (Brotato), Skill tree (20MTD), Drops (RoR2), Quests (HoT), Equipment (S.io).