The game stopped being a smash sandbox. You work a shift, the work provokes you, a
meter fills, you snap, and you cannot go back to your desk until you have broken
enough things. Then you sit back down and try to earn the rest of your day.
The score is your payslip: WAGES (tasks completed) - DAMAGES (everything you broke).
The load-bearing detail is that rage drains a FLAT amount per object destroyed while
each object bills at its OWN value — so during a meltdown the play is to wreck a lot
of cheap rubbish fast rather than put the sledgehammer through a filing cabinet. You
don't choose whether you lose your temper, you choose how much it costs. FURY (objects
broken while melting down) is tracked separately and deliberately isn't money, so
"I ended the shift owing them $2,400" stays a brag.
Rage.gd — WORKING -> MELTDOWN -> COOLDOWN. During a meltdown the clock STALLS if you
stop destroying; you must actually be breaking things.
RageOverlay.gd — the blood vessel. A vignette that closes in with rage and jumps
inward on every heartbeat, procedural veins that creep further into frame the angrier
you get, and a synthesized lub-dub going 62 -> 172 BPM. Zero assets: the shader is
built in code, the veins are draw_polyline from a seeded RNG, the heartbeat is a
generated WAV. Tops out as a heavy frame rather than a red screen — you have to be
able to see what you're about to destroy.
Tasks.gd — stations you walk to and are LOCKED IN PLACE at, because you're at your
desk and that's the joke. Two so far:
SPREADSHEET the selected cell silently drifts one cell partway through entry, with
no sound and no animation. Commit without noticing and the figure lands
in the wrong cell and you start again. This is the whole thesis of the
game in about forty lines.
PHOTOCOPIER jams, and wants the right tray out of 1, 2, 2A, 3, 3B.
Snapping ejects you from the station at no penalty — you didn't choose to walk away.
CubicleHell.gd — 5-minute shift, wages vs damages, meltdown count, end-of-shift
payslip with a verdict line.
Also: HUD gets a monospace face (Godot's fallback is proportional, so the spreadsheet
grid and the work-order docket never lined up), and the arcade HUD's headline becomes
net pay, red when negative.
LANES/LANE7-cubicle-hell.md captures the rest of the design: more provocations, the
GAUNTLET mode (find which of many cabinets, pull drawers, destroy files individually,
and work out which tool the level wants without being told), the other three
workplaces, and why doratracyer/floor_plan can't help — it's OpenSCAD SVG->STL for
3D printing, no generation, no room polygons, GPL-3.0. Office.gd is already most of
a parametric floor-plan builder; lifting its numbers into a data spec is the real path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
8.6 KiB
LANE 7 — CUBICLE HELL
The game stopped being a smash sandbox and became a game about a man having a bad day.
The pitch
You are at work. The work is designed to provoke you. A meter fills. When it fills you snap, and for half a minute you physically cannot go back to your desk until you've broken enough things. Then you sit back down and try to earn the rest of your shift.
Falling Down, but the payslip is the scoreboard.
The score IS your payslip
NET = WAGES (tasks completed) − DAMAGES (everything you broke)
The load-bearing detail: rage drains a flat amount per object destroyed, but each object bills at its own value. During a meltdown the optimal play is therefore to smash a lot of cheap rubbish very fast — cartons, paperwork, monitors — rather than put the sledgehammer through a filing cabinet. You don't choose whether you lose your temper. You choose how expensive losing your temper is.
FURY (objects broken while actually melting down) is tracked separately and is
deliberately not money, so "I ended the shift owing them $2,400" stays a brag.
BUILT (this lane, shipped)
| Piece | File | What it does |
|---|---|---|
| Tilt meter | game/scripts/Rage.gd |
WORKING → MELTDOWN → COOLDOWN. Provocations fill it, clean work drains it slightly, ambient office drains your patience passively. During a meltdown the clock stalls if you stop destroying — you MUST break things. |
| The blood vessel | game/scripts/RageOverlay.gd |
Red vignette that closes in with rage and jumps inward on every heartbeat; procedural veins that creep further into frame the angrier you get; a synthesized lub-dub whose BPM goes 62 → 172. Zero assets: shader built in code, veins are draw_polyline, heartbeat is a generated WAV. |
| The job | game/scripts/Tasks.gd |
Stations you walk to and are locked in place at (you're at your desk — that's the joke). Two tasks so far, below. |
| The shift | game/scripts/CubicleHell.gd |
5-minute shift, wages vs damages, meltdown count, end-of-shift payslip with a verdict line. |
The two tasks that exist
- SPREADSHEET — enter a figure in a named cell. Partway through, the selection silently drifts one cell — no sound, no animation. Commit without noticing and the figure lands in the wrong cell, you eat a big provoke, and you start again. This one task is the whole thesis of the game in about forty lines.
- PHOTOCOPIER — run a copy job. It jams. Clearing it needs the right tray, and
the trays are labelled
1, 2, 2A, 3, 3Bbecause that's what head office decided.
TO BUILD — more ways to be provoked
Each is a Tasks.Kind + a panel_state() case. The framework takes them without
changes; the design constraint is that each must have one specific, identifiable way of
wasting your time, not just "it's slow".
| Task | The provocation |
|---|---|
| Staple removal | A stack with N staples. Click each. Too slow and the page tears — redo the sheet. The remover slips and takes a chunk out of the page. |
| Guillotine / paper slicer | Align the sheet to a line, pull the handle. Misalign and the cut is crooked → redo. The alignment guide is 2mm off and always has been. |
| The phone | Rings mid-task. You must answer it. It's hold music. Not answering keeps it ringing and ringing raises rage faster than answering does. |
| Printer driver | The printer is "offline". Toggling it takes four clicks in a dialog that moves its buttons. |
| Reply-all | An email thread with 40 recipients. You must reply to the sender only. The default is Reply All. |
| Toner | Replace the cartridge. It's the wrong model number by one digit. |
| Timesheet | Enter hours. It won't accept decimals. It also won't accept fractions. |
Passive ambient provocations (no interaction, just attrition)
Someone microwaves fish. The air-con drips. A colleague's ringtone. The fluorescent tube
above your desk flickers at a frequency chosen to be maximally irritating. Each is a
small periodic rage.provoke() — cheap to add, and they're what makes the room feel hostile
rather than neutral.
TO BUILD — modes
- CUBICLE HELL (built — the core). Shift timer, work, snap, wreck, repeat, payslip.
- TOTAL DESTRUCTION — no job, no pay. Destroy 100% of the level. Scored on time.
- AGAINST THE CLOCK — fixed timer, maximise damage value. The inverse of Cubicle Hell: here expensive things are the goal.
- THE GAUNTLET (designed below — the most interesting one).
- VERSUS — two players, one office. Explore later; the interesting version is asymmetric (one working, one wrecking) rather than both wrecking.
THE GAUNTLET (design)
"you need to destroy every file in a specific cabinet but which one, heaps cabinets, real subtle hints, time limit, and you have to actually pull each drawer out, empty files out, destroy them individually or in small lots unless you have a specific tool"
- A room of many identical filing cabinets. Exactly one holds the target files.
- Subtle hints only: a memo on a desk names a client; a labelled folder on the copier; a sticky note with half a reference number. No waypoint, no glow.
- Destruction is granular, not one-hit: pull a drawer → drawer slides out as its own body → files inside become individual smashables → destroy singly or in small lots.
- The perfect tool. Each level has ONE tool that makes its gauntlet tractable — an industrial shredder for files, a crowbar for the drawers, a lighter for a wastepaper bin. It is somewhere in the level, and the game does not tell you what it is. Working out "what would actually make this fast" IS the puzzle. With the wrong tool the gauntlet is possible but you will not beat the clock.
- Needs:
Drawer.gd(pull-out sub-body with its own contents), aContainerconcept on Smashable, and aToolflag on Weapon marking it as a level's key tool.
TO BUILD — the other three workplaces
Reference floor plans provided: Parks & Rec (municipal, partitioned, outdoor patio), Silicon Valley hacker house (domestic-open-plan, kitchen + pool), The IT Crowd (basement, two rooms, glorious junk), plus the generic open-plan bullpen.
Each is a new script alongside Office.gd implementing the same interface:
build() # shell, fittings, lighting
configure_environment(env)
desk_spots() / chair_spots() / copier_spot()
spawn_point() / spawn_yaw()
They differ in materials and hazards, which is what stops them being reskins:
| Level | Signature material | Signature provocation |
|---|---|---|
| Municipal (Parks & Rec) | laminate, pinboard, civic beige | the public counter; forms in triplicate |
| Hacker house (Silicon Valley) | glass, whiteboard, drywall, a pool | standup meetings; someone's monitor wall |
| Basement IT (IT Crowd) | server steel, cardboard mountains, CRTs | "have you tried turning it off and on again" |
On procedurally generating floor plans
The repo you found — doratracyer/floor_plan — won't help. It's OpenSCAD that turns
hand-drawn SVG wall paths into 3D-printable STLs. It doesn't generate layouts, doesn't
parse plan images, and produces no room polygons or graph you could build a level from.
It's also GPL-3.0, which we would not want to link against.
Better path, and we're most of the way there already: Office.gd is a parametric
floor-plan builder that just happens to have its numbers hard-coded. Lift those into a
data spec —
{ rooms: [{name, x0, x1, z0, z1, walls, door_at}],
fittings: [{kind, pos, yaw}],
lights: {grid_x, grid_z},
spawn: {pos, yaw} }
— and a generic Floorplan.gd builds any of them. Then each workplace is a data file,
new levels are authorable in minutes, and a generator becomes possible later (rooms as a
BSP split of the footprint, doors on shared walls, fittings by room type) because the
consumer is already data-driven. Do the spec first, generation second.
Asset needs (MODELBEAST / tools/gen_office_props.py)
Already generated procedurally: office chair, vending machine, microwave, potted plant. Needed next, in rough priority order:
filing cabinet with pullable drawers (split mesh per drawer) · desk phone ·
guillotine / paper slicer · stapler + staple remover · wall clock · whiteboard ·
server rack · pinboard · water cooler bottle (separate from base) · wastepaper bin ·
hole punch · shredder (the gauntlet's perfect tool)
Rule of thumb established this lane: if it's a box, build it in code; if its silhouette can't be faked by a box, generate it.