Create a game balance simulation for a mobile roguelite survival game similar to Vampire Survivors, Survivor.io, and Megabonk.
The goal is to compare and balance 6 weapons:
1. Gatling Gun
2. Shotgun
3. Handgun
4. Rocketlauncher
5. Lazergun
6. Sniper
Each weapon should have these stats:
- Lifespan
- Damage
- Damage Variance
- Area
- Speed
- Cooldown
- Projectile Interval
- Knockback
- Number
- Piercing
- Max Instances
- Magazine Size
- Fire Rate
- Applied Buffs
Use these starting example stats for one weapon:
- Lifespan: 3
- Damage: 10
- Damage Variance: 0
- Area: 1
- Speed: 25
- Cooldown: 0.5
- Projectile Interval: 0
- Knockback: 0.1
- Number: 0
- Piercing: 1
- Max Instances: 70
- Magazine Size: 8
- Fire Rate: 0.7
- Applied Buffs: 0
Build a model that calculates and compares:
- DPS
- Burst damage
- Sustained damage
- Shots per second
- Projectiles per attack
- Total hits per second
- Effective DPS with piercing
- Effective DPS with area damage
- Reload or downtime if magazine size and fire rate are relevant
- Time to kill normal enemies
- Time to kill elite enemies
- Time to kill bosses
- Damage per minute
- Enemy clear potential
- Single-target boss potential
Create enemy test targets:
- Normal enemy: 50 HP
- Strong enemy: 200 HP
- Elite enemy: 1000 HP
- Boss: 10000 HP
Create a 15-minute survival game progression simulation.
Enemy HP should scale every minute.
Use this formula:
Enemy HP = Base Enemy HP × (1.18 ^ Minute)
Create a player power progression curve where the weapon can level up over time.
Each weapon level should increase one or more of these:
- Damage
- Fire Rate
- Projectile Count
- Piercing
- Area
- Cooldown reduction
Simulate weapon performance from minute 1 to minute 15.
Create visual outputs/tables for:
- DPS by weapon
- Time to kill by weapon
- Boss damage by weapon
- Crowd clear score by weapon
- Single-target score by weapon
- Overall balance score by weapon
The weapons should have different identities:
Gatling Gun:
- Very high fire rate
- Low damage per bullet
- Good single target
- Medium crowd clear
- High sustained DPS
- Low area
Shotgun:
- Multiple projectiles
- High burst damage
- Short range
- Medium cooldown
- Great close-range crowd clear
- Weak long-range single target
Handgun:
- Balanced starter weapon
- Medium damage
- Medium fire rate
- Medium cooldown
- Reliable but not overpowered
Rocketlauncher:
- High damage
- Large area
- Slow fire rate
- Low projectile count
- Great crowd clear
- Medium boss damage
Lazergun:
- Piercing beam style weapon
- Medium damage
- High piercing
- Good line clear
- Good sustained DPS
- Medium boss damage
Sniper:
- Very high damage
- Very slow fire rate
- High piercing
- Excellent single target
- Weak crowd clear if enemies are spread out
Balance goal:
No weapon should be more than 20% stronger than the average overall score.
Each weapon should be strong in one category and weak in another.
The Handgun should be the baseline weapon with an overall score of 100.
Other weapons should be balanced around the Handgun.
Please create the simulation model, formulas, and comparison charts. Also suggest adjusted stat values for each weapon so they feel different but remain balanced.