Design Values

1. Experience - What does the player do while playing?
2. Theme - What is the game about?
3. Point of View - What players sense?
4. Challenge - What constraints does the game present?
5. Decision Making - How and where do players make decisions?
6. Skill/Strategy/Chance/Uncertainty
7. Context - Where and why does the player play the game?
8. Emotions - What emotions are the players encouraged to feel?

Design Values: Delve Deeper

1. The player controls one character with a basic gun that must defeat multiple waves of enemies in a certain room, after they have survived the initial room they can proceed to the next room and fight more enemies.

2. Survival against large quantities of enemies for as long as possible.

3. A Top-Down perspective of the character and enemies with a visual representation on the character to show where they are aiming. The enemies will all move towards the character no matter what.

4. The player can only move along the X and Y axis, the player can only shoot in one direction at a time.

5. Completely instinct-based decision-making as they can only decide where to move and where to shoot.

6. Skill-based game that encourages players to learn how it works and how to best survive against enemies by learning how they work.

7. The game would be played on a PC, although would support either controller or keyboard controls. It could be played with others or just with one person. The game would work great on an arcade cabinet as this is where it was inspired from, but that isn't a viable option as far as our own capability and would not be feasible from a business perspective.

8. The player should always feel powerful but never feel entirely prepared for what they will face.

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