Rock 'n' Rogue

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Working Title

Rock 'n'Rogue

Guitar Hero meets FTL, with Balatro-style build synergies.

A pixel-art roguelike rhythm game. Drive a broke, unknown band across the country — San Diego to Providence — to crash the Battle of the Bands. Randomized routes, between-gig encounters, shop loot, and a build that snowballs from one gig to the next.

Guitar Hero
The action

Every gig is a 5-fret note highway. Real guitar-controller support, custom trapezoid notes, and a streak you can ride — or blow.

FTL
The journey

A two-layer map under constant time & resource pressure. The tour bus is your ship; the BOTB date is the jump clock you're always racing.

Balatro
The build

Bandmates are jokers — passive multipliers that synergize, where slot order changes everything. Bosses are blinds that break specific builds.

Scroll
01 · The Core Loop

San Diego to Providence, against the clock.

Every run is the same shape and never the same trip. You pick a loadout, start broke in San Diego, and route your way east across 9–12 states toward Providence's Battle of the Bands. Each state is its own little FTL sector: tour it, play your three gigs, and get out before the departure deadline.

Run Start
Loadout
Bus, bandmates, hero — locked in before you roll.
Always
San Diego
Scrappy start city. Not LA — you haven't made it yet.
↻ Repeats Each State
Tour State
Branching node map
3 Gigs
Required to advance
Leave
Before deadline
Final Boss
Providence
The BOTB. Full build tested, maximum modifiers.
Gig — in motion Animated gig gameplay — the 5-fret note highway in motion

This is the feel. Notes are custom trapezoid bars — closer to fretboard inlays than round gems — chosen for cleaner timing readability and a look that's our own.

The BOTB Clock

The Battle of the Bands has a fixed scheduled date — a run-wide countdown that makes routing a real tradeoff instead of a grind. You can't hit every state and milk every gig. Highway routes let you skip a single state for north/south variance, but they're flexibility, not a shortcut — you still play 9–12 states. Miss a state's departure deadline with fewer than 3 gigs done, and your manager cancels the tour. That's the fail state: no death screen, just a contract torn up.

02 · The World

A gritty, scrappy-indie pixel world.

Dark backgrounds, punchy neon, dive bars and tour buses held together with duct tape. The band, the crowd, the gear and the venues all live in one consistent style. Note: All images below are AI mocks that represent general tone, mood, and flow. These images do not reflect final art style.

Pixel art style sheet: band characters, crowd, instruments, tour buses, venues, and misc icons
03 · The Screens

Four screens, four systems.

Here's the game as it actually reads — the loadout you build, the country you cross, the state you tour, and the gig you play. Click any screen to blow it up full-size.

SCREEN 01

LoadoutRun start · "Ships" in FTL

Before you roll, you pick a tour bus — the FTL ship equivalent. It sets your bandmate capacity, gear slots, and a package of travel traits: the Rusty Old Van seats four, carries three pieces of gear, and comes with perks and curses alike — "Chick Magnet" and "Runs Hot" next to "Bad Gas Mileage" and "No AC."

Each bus has unlockable Variants (A / B) that swap the whole trait package. Then you slot bandmates — your Balatro jokers — into the capacity the bus allows (here, 4 active, 2 capacity-locked). Your hero starts on a humble 3-chord guitar that literally gates the song pool until you upgrade it.

Bus + Variant select Capacity & perks panel Gear slots Bandmate roster Guitar-controller prompts
Loadout screen: tour bus selection, variant toggle, perks panel, gear slots, and bandmate roster Click to enlarge
SCREEN 02

Country MapThe journey · FTL galaxy map

A worn road-atlas of the continental US, fully visible from the first second of the run. You plan your route state by state — the traveled path draws a connected trail, and only the directly reachable next states are labeled. Providence sits in the corner as the fixed red BOTB endpoint, with its deadline ticking in the HUD.

Two purple festival nodes float off-route with "IN X DAYS" countdowns — date-locked detours dangling outsized rewards, daring you to bend your path. Over multiple runs, map icons fill in permanently: a pawn shop you discover in Tennessee shows up on every future map, courtesy of the Contacts system.

State-by-state routing Fixed BOTB endpoint Dated festival nodes Highway skips Persistent map icons
Country map: worn US road atlas with route trail, festival nodes, and the red BOTB endpoint Click to enlarge
SCREEN 03

State MapThe detour · FTL sector map

Drop into a state and it's a branching node web — ENTER on the left, LEAVE on the right, choices fanning out between. Most node contents are fogged: a "?" only reveals what it holds once you commit to traveling there. Gig venues, gas stations, and press events show their type up front; you need three gigs done before departure.

The yellow "!" node is partial intel — you overheard something's there, but not what. It could pay off or bite.

ENTER → LEAVE web Fog-of-war "?" nodes 3 required gigs Gas · Press "!" partial-intel node
State map: branching node web across Tennessee with gig, gas, press, and intel nodes Click to enlarge
SCREEN 04

Gig GameplayThe action · the note highway

The core action: a five-fret highway of trapezoid notes, held notes trailing glowing ribbons. Up top, the band doubles as the ability HUD — a chevron marks who's active, and ready abilities light up. The flaming SET FIRE gauge is your star power; the crowd meter tracks the room, and money, multiplier, and streak read out live.

Score, payout, and fame all flow out of this screen. Nail a full combo and fame rises and the room fills; bomb it and the set gets cut — less money, fame down. This is where the whole build either pays off or falls apart.

Green/red/yellow/blue/orange SET FIRE / star power Crowd meter Band-as-ability HUD Score · multiplier · streak
Gig gameplay: 5-fret note highway, SET FIRE gauge, crowd meter, and band ability HUD Click to enlarge
04 · Key Systems

What's under the hood.

The systems that turn "rhythm game" into "roguelike." How a gig becomes money, how a band becomes a build, and what's trying to break it.

Scoring

The Three-Layer Scoring Stack

A gig's payout is built in three stacked layers — your skill sets the floor, your build multiplies it, and the venue sets a semi-random ceiling. Same performance, wildly different take.

Layer 1 — Raw SkillThe floor
Note accuracy Streak multiplier Full-combo bonus Miss too many → set cut
×
Layer 2 — Build MultipliersThe roguelike layer
Bandmate passives Equipment perks Upgrade bonuses Synergy combos Boss / festival debuffs
×
Layer 3 — Venue VariablesThe semi-random ceiling
Venue prestige ceiling Guest turnout (semi-random) Cover-charge model Fan-rapport bonus
Band Abilities

Star Power & Slot Order

Bandmates can carry an active ability on a cooldown, triggered by the charged SET FIRE gauge. Each trigger fires the currently active member's ability, then advances to the next in slot order — so the order you place them is the order they fire, pure Balatro joker logic.

Roxy
Ready
Jett
Cooldown
Milo
Idle
Keys
Idle

The catch: if the active member is on cooldown, you can't trigger at all — even if the next one's ready. Slot ordering becomes a real strategic decision.

Reputation

Fame

Fame is a track, not a currency — you never spend it. It feeds Layer 3 turnout: the more famous you are, the bigger the room, the bigger the take on an identical set.

Unknown
Headliner
FC · crowd bonus ↑ Press win ↑ Bomb a gig ↓ Skip / set cut ↓
Modifier Encounters

Bosses vs. Festivals

Two distinct systems that used to be one. Bosses are the guaranteed wall; festivals are the optional gamble.

Boss Fights

Structural · Balatro boss blinds
  • Guaranteed and gating — current plan: every 3rd state, at least 3 per run.
  • Apply weird modifiers — no streak bonuses, hammer-ons only, delayed highway, hostile crowd, gear disabled.
  • Asymmetric by design: "no streak" is brutal for streak builds, irrelevant for raw-note builds.
  • The BOTB in Providence is the ultimate one — max modifiers.
vs

Festivals

Optional · date-locked detours
  • Appear randomly on the country map, each tied to a fixed in-game date ("IN X DAYS").
  • A routing puzzle on top of the BOTB clock — you must arrive on time.
  • Drop outsized rewards — tempting enough to bend your whole route around.
  • Excluded from California and Rhode Island (start / end).
Run-to-Run Knowledge

The Intel System

Intel is knowledge that carries between runs, separate from unlocked content. Background characters can kick off quest chains that ultimately hand you a permanent lead — the location of a secret venue that pays absurdly well.

!
"There's a factory venue on Smith Street…" — you overheard it but lack the prerequisite to unlock the full thread. Now it's a point of interest. Could be good. Could be bad. Press your luck.
Meta

Run-to-Run Progression

Tour BusesNew buses and bus Variants — fresh slot counts and trait packages.
HeroesNew playable characters with unique starting gear and traits.
ContactsNPCs you meet permanently add map icons — shops, venues, legends — to every future run. The primary map-meta reward.
IntelPersistent secret knowledge earned through quest chains.
05 · Where It's At

Current design state.

Designed & Locked

Confirmed

Decisions that are settled and load-bearing.

  • The three-pillar identity — Guitar Hero action, FTL journey, Balatro build.
  • San Diego → Providence, fixed start and end; BOTB as the run-wide clock.
  • Two-layer map — country (galaxy) and state (sector), with fog-of-war nodes.
  • Loadout structure — bus + Variants, bandmate capacity, gear slots, hero instrument-gating.
  • Three-layer scoring stack and the Fame turnout model.
  • Star-power framework — slot order = trigger order, cooldown gating.
  • Bosses vs. Festivals split into two distinct systems.
  • Intel & Contacts as the run-to-run meta-progression spine.

Still in Design

In progress

Systems with a direction set but the details not yet pinned down.

  • Festival gameplay loop — the moment-to-moment (likely a decision chain, skill checks, and a miniboss) isn't designed yet.
  • Band-member ability pool — the trigger/cooldown framework is set; the actual roster of abilities is not.
  • Rivals mechanic — blocking venues and sabotaging turnout are noted, but the underlying mechanic is unwritten.
  • State map scope — a universal node-layout system is the likely path; bespoke per-state illustrated maps remain aspirational.
  • Morale system depth — road-vs-hotel is established; the full morale mechanic isn't yet defined.
  • Boss placement & rarity tiers — "every 3rd state" and Balatro-style bandmate rarities are directional, not final.
  • Song licensing vs. original tracks — not yet discussed; shapes scope, tone, and budget.