game mechanics


Game concept 

mechanics 

 

My game would be a top-down roguelike game like the binding of Isaac or enter the gungoun, however my game would also be a horror game where you must manage your 5 bars to stay alive. 

Dread: causes the player to develop a rapid heartbeat and start taking heart attack damage, fills when detected by a monster and fills faster when exhausted. 

Stamina: when empty you become exhausted; exhaustion ends when the bar is filled, you can use your stamina to sprint which makes you move at 2X speed. 

Health: this is your life total; it lowers when you are his or when your Dread is filled, can be healed with bandages and food, you can reduce damage with painkillers. 

Noise: goes up or down depending on how loud you are, running, stepping on something broken, opening/closing doors or chests are loud, the louder you are the monsters will be attracted to your location. 

Light: this bar is different if you are using a flashlight or a lamp, it will slowly go out which you can see in your light source, if you are using a flashlight then it will flicker and if you are using an oil lamp then the radius will shrink. You can collect batteries for a flashlight and oil for the lamp 

As you play you will develop status effects via multiple different ways, some of the status effects are. 

Rapid heartbeat: you take extra heart attack damage, and your stamina runs out faster, can be cured by letting your dread lower or by taking heart medication 

Exhausted: your sprint only moves at 1.5X speed and your dread fills faster, can be cured by letting your stamina refill 

Rotting: slowly lose life from overtime damage, this will not stop until you find a medical syringe 

Internal bleeding: take more physical damage and increase the potency of other blood related status effects, cannot have internal bleeding and rapid bleeding at the same time, increases the potency of rapid bleeding if it is developed whilst you have internal bleeding and instantly removes the status, is gained by taking too much blunt damage, can be cured with bandages. 

Rapid bleeding: leave a bloody trail that monsters with eyes can follow, you slowly take damage, is developed when you take too much slashing damage, cannot have internal bleeding and rapid bleeding at the same time, can be fixed with bandages. 

Impending doom: is developed when you have 25% or less life and are suffering from rapid heartbeat, starts a timer which stops when you either heal past 25%, stop suffering from rapid heartbeat or when the timer ends, if the timer ends then your character suffers a heart attack and die. 

Rotting away: developed when you have rotting and either internal or rapid bleeding, doubles the effect of rotting and causes you to slow down to 0.8X speed, can be cured when any one of the status effects ends. 

Broken bone: develops every 45 seconds whilst you have Rotting away, permanently reduces your speed by 0.05X, fixes 3 broken bones every time you progress to a new floor. 

Genre 

<span class="NormalTextRun SCXW98913406 BCX0" <this="" game="" <="" span="">]i am creating is a Topdown roguelike game similar to the binding of Isacc or enter the gungoun, I have chosen this because some of the most fun roguelike games are Topdown, also because Topdown games are easy games to understand, however my game would also be a horror game with monsters to hide from and sometimes fight back, this would make my game unique due to a lack of horror, roguelike games.</span> 

Platforms and controls 

My game would be available on all platforms and the controls would be 

PC 

  • WASD or the arrow keys to move 
  • Left click to turn on/off your light 
  • Right click to use whatever you have held 
  • 1,2,3,4,5,6,7,8,9 to cycle through your held items (not every character has the same item slots) 
  • Your flashlight follows your courser 
  • Picking <span class="NormalTextRun SCXW98913406 BCX0" <things<="" span=""> up or opening doors is the spacebar whilst next to it</span> 
  • Pressing 0 would enter sprint and pressing it again would stop sprinting 

Controllers 

  • Left stick to move  
  • X for Xbox and square for PlayStation to turn on/off your light 
  • Triangle for PlayStation and Y on Xbox to use your held item 
  • <span class="NormalTextRun SCXW98913406 BCX0" <the="" 2="" side="" <="" span="">arrows on the Dpad to switch between items</span> 
  • Right stick to move your flashlight 
  • Picking things up or opening doors is A on Xbox and X on PlayStation 
  • Pressing O on PlayStation or B on Xbox would let you stop or start sprinting 

Avatars 

<span class="NormalTextRun SCXW98913406 BCX0" <there="" would="" be="" multiple="" <="" span="">there would be multiple characters that you could play and all of them would do different things</span>

<span class="NormalTextRun SCXW98913406 BCX0" <the="" <="" span="">the four characters I have so far are </span> 

<span class="NormalTextRun SCXW98913406 BCX0" <the="" archeologist,="" starts="" with="" a="" flashlight,="" t<="" span="">the archeologist, this character starts with a flashlight and this character starts with the negative trait, scares easily which increases dread but also starts with a pickaxe which lets you mine materials for money</span> 

<span class="NormalTextRun SCXW98913406 BCX0" <the="" traveler,="" starts="" with="" the="" oil="" lamp,="" this="" character="" negative="" trait,="" misfortune<="" span="">the travler,the traveler starts with an oil lamp and the negative trait misfortune which makes shops cost more and money shows up less but also, they start with iron lungs which means that when you sprint the first 3 seconds don't drain your stamina with a 15 second cooldown once the sprint ends, and they also start with eye for quality which increases the chances of finding better pickups and better passive items</span> 

<span class="NormalTextRun SCXW98913406 BCX0" <the="" soldier,="" starts="" with="" a="" flashlight="" and="" an="" empty="" gun,="" this="" character="" the="" negative="" trait,="" shellshocked="" <="" span="">the solder, the solder starts with a flashlight and and empty gun with the negative trait shell shocked which causes him to see hallucinations of monsters, but they also start with stone heart, this character receives half the dread buildup</span> 

<span class="NormalTextRun SCXW98913406 BCX0" <the="" celebrity,="" starts="" with="" a="" flashlight,="" this="" character="" the="" negative="" trait,="" <="" span="">the celebrity, the celebrity starts with a flashlight and the negative trait overpopulation which increases the number of monsters per floor based on the floor you are on increasing its effect based on how for down they are however they also start with riches which increases the total money you can hold and they also start with more money which gives them 50 coins and increases the coin spawn rate</span> 

All the characters have a different reason for being there  

camera angle 

My game is a Topdown game because topdown games are easy to understand and play, this means that more people can play the game. 

Goals 

In the game you are attempting to get to the bottom of the Pit to find something, nobody knows what is down<span class="NormalTextRun SCXW98913406 BCX0" <there,<="" span=""> but they feel something compelling them to find it.</span> 

<span class="NormalTextRun SCXW98913406 BCX0" <throughout="" every="" run="" through="" the="" pit="" that="" you="" do,="" will="" collect="" 3="" <="" span="">there are three different currency's which can be used for different things</span> 

  1. Coins, you can use them<span class="NormalTextRun SCXW98913406 BCX0" <this="" mid-run<="" span=""> in shops to purchase held items, passive items and other important things</span> 
  1. Mysterious energy, can be used in the hub aria to upgrade your characters bars and skills to make surviving easier  
  1. Overpowering energy, can be used to unlock other characters and can also be used to unlock special upgrades like new starting items and permanent items that you can find throughout your next runs 

Progression and variety 

<span class="NormalTextRun SCXW98913406 BCX0" <the="" further="" you="" go="" down="" will="" <="" span="">every character will have the opportunity to encounter special arias which can be unlocked to find secret floors, special items and unlocking peice3s of each character's story, every character will find something new and once it is unlocked and you have claimed the reward, than every character can find and unlock it</span> 

Tension and rest 

In this game you would be constantly hiding and running from monsters, however the player gets a chance to rest once the floor boss has been killed, or is you find a shop, other than that the player will need to hide and survive  

Obstacles and penalties 

In the game you will encounter things that can stop your progression. 

One thing that can stop your progress is good items typically have curses attached to them. 

Also, in the game you will face off against, many monsters on your path to the bottom of the cave, some of them are 

the hounds react to noise but are blind

<span class="NormalTextRun SCXW98913406 BCX0" <the="" peeper,="" <="" span="">the peepers cannot hear and can see in all directions and will only move when it can see you, moves faster when in light</span> 

<span class="NormalTextRun SCXW98913406 BCX0" <the="" brute,="" can="" hear="" and="" see="" but="" not="" <="" span="">the brutes can hear and see but not very good, the brutes can smash through thin and medium walls to chase you through walls </span> 

<span class="NormalTextRun SCXW98913406 BCX0" <the="" bulb,="" <="" span="">the bulb disguises as a light that hangs from the ceiling and attaches to you if you step into its light and is removes by sprinting, deals damage if he is attached</span> 


For every 15 munities spent in a floor it will spawn one of three special enemy's 

Cerberus, moves faster and can hear better that a regular hound whilst also being able to see, you can stop this creature by blinding it using your light  

Goliath, fills entire hallways and can move more rapidly that a regular brute 

all seer, can see through 2 layers of walls and can move quickly, can be stopped by blinding it  

Resources 

You can pick up many helpful pickups that can aid you in your adventure, some of the pickups are 

  1. Batteries/oil, refills your light source 
  1. Flashlights and oil lamps, a light source 
  1. Painkillers, gives a 15 second buff that reduces damage taken 
  1. Bandages, can be used to heal wounds and cure bleeding status effects 
  1. Medical syringe, cures rotting status effects and passively heals if you have no status effects 
  1. Medical kit, fully heals the player and cures all ailments 
  1. Key, ca be used to unlock shortcuts 
  1. Energy drinks, grants infinite sprint for 15 seconds but doubles all dread received in this time, for become exhausted after it is finished 
  1. Boss key, can be used to open the boss door foun at the end of each floor 
  1. Memory fragments open doors into the past which unlocks things that are explained in the Progression and Variety section. 

Decisions 

<span class="NormalTextRun SCXW98913406 BCX0" <the="" player="" must="" choose="" which="" path="" they="" go="" down="" and="" where="" go<="" span="">in the game you will need to decide where you are going because the paths they take will decide where they end up, what bosses they find, what items they can collect and how many items spawn.</span> 

Storytelling 

<span class="NormalTextRun SCXW98913406 BCX0" <the="" story="" would="" be="" told="" in="" game="" through="" conversions="" the="" characters="" have,="" secret="" cutscenes,="" <="" span="">>span class="NormalTextRun SCXW98913406 BCX0">arias hidden behind the memory shards and monsters and bosses that would come with descriptions of how they were created. Every character would have a different story, and every character would have it told differently.</span> 

Art style 

<span class="NormalTextRun SCXW98913406 BCX0" <the="" game="" would="" be="" in="" a="" <="" span="">the game is in a pixel art style with inspirations taken from both the binding of Isacc, enter the gungon and other roguelike games like dead cells and Skul the hero slayer</span> 

Sound design 

Dark and aery background music with cave noises that get louder and happen more often depending on how far down you are, monsters would make noises of screeching, yelling and other monstrous noises that you could hear depending on how close they are.