Title: Okon Survival Slash n Shooter
Elevator Summary: A fast-paced run-and-gun survival game based on increasing difficulty, where the player finds themselves in abandoned churches fighting shadow demons only armed with a sword and gun.
Key Pillars
- Fast past action, the player is always in the moment. Never still for long otherwise facing consequences.
- Punishing, mistakes can easily lead to death, but not impossible
- Competitive, players should strive to improve their scores against other players
Genre: Action, HacknSlash. First Person Shooter
Audience: PG13 - R rated, those who enjoy action, thrill enthusiasts, enjoyers of classic shooters
Platform: PC, Console (Xbox, PS5)
Visual Style: Enemies are shadow demons against the church. Levels can be varied from dark destroyed castles to multi-coloured stained glass coloured buildings. Delve into fantasy with things like glowing crystals for lighting, destroyed statues of divine figures that are unrealistic, or unnatural coloured fire or water.
Story:
You find yourself isolated in what seems to be a destroyed church, with pillars everywhere and a darkness that seems endless from the outside. You see these humanoid creatures twisted yet somehow humanoid. You are somehow armed with a sword, a semi-automatic pistol, and a drive to survive. The only question left is, can you?
Enemies are demons sent to conquer the holy places of the world through learning and improving on the threats they find. They are shadows that are a poor imitation of humans resulting in a humanoid, but still demonic form, usually lacking a true head. Instead, they have shadowy crystalline-like cores that appear. throughout their body which are their critical spots. Popular spots include their false head, their thighs, or their back.
Game Loop: The player faces down increasingly stronger enemies scoring points and trying to survive for as long as possible. There is no true win condition except for gaining points. Lose condition is dying.
Game Mechanics:
The Player can:
- Run (default speed), Crouch/ Crouch Slide, Double Jump, Shoot, Melee Slash
Multiple Types of enemies each focusing on an aspect of the player (stars indicate difficulty to kill). Enemies spot a core that counts as headshots and give bonuses to the player
- Tanker **** / Juggernauts that can cc), Shooter **** / Artillerist, Sniper *** / Long range high damage shots, Slasher *** / Melee burst damage, Jumper ** - All-rounders, Spawner * / Cannon fodder
Game Features:
Environmental hazards: Holy Water / HoT that also slows the player, Fire /DoT for player and enemies, Traps, Environmental Damage
Weapons drop randomly from slain weapons and last for a short period before being shunted back which are not necessarily better but are different playstyles
Difficulty scales based on time as well as player skill. The more accurate the player is the faster the enemies but more points. Spawn rate changes depending on player activity long-range players spawn more slashers, close-range players, spawn more snipers etc. Tanker and Shooter are special spawns.
Weapon Concepts:
Default Pistol: Goal is to make a generalised weapon that a player can start with and keep throughout their play sessions without having to feel the need to switch
- 1 shot at a time at hip-fire dealing minimum damage
- Critical hits on cores deal double damage
- Chain Kills increase the fire rate (temporarily until the chain stops)
Raijin: Trading move speed for stronger weapon damage, can be dangerous to start with, however with experience can play a stop-fire-go playstyle with reduced charge timing
- Slows move speed considerably for a short charge-up but deal high damage
- Critical hits on cores kill triple damage
- Chain kills reduce the charge time needed to fire
Eros: High risk high reward similar to Raijin, values accuracy with its trade-off being high damage for low ammo if not hitting critical hits
- High-moving small projectiles deal medium-high damage, however, 2 bullets with long reload
- Critical hits on cores reload a bullet significantly quicker
- Chain kills on target increases damage
Pew Pew: Also trades move speed and a much riskier playstyle Highest power by sacrificing player movement autonomy
- Auto rifle firing at a medium rate of fire dealing minimum damage
- Move in the direction you are currently moving at a consistent speed while firing
- Critical hits increase grant burst of movement in a new direction (like a dash in a direction)
- Chain kills increase the rate of fire
Void: Explosive playstyle, sacrifices adaptability for delayed damage satisfaction. Can be dangerous if you repeatedly hit yourself
- Deals minimum damage 3-round burst, after a delay bullets explode dealing medium damage (together low damage each) affects the player as well
- Critical hits on cores cause explosions that deal more damage
- Chain kills cause bigger explosions
Sebby Blaster: How would a DoT weapon look? How does it interact with a survival-type game with no ammo limit, how would the player deal with being swarmed
- Fires a beaming ray that deals a low amount of damage over time (heat ammo mechanic)
- Continuous critical hits on a target’s core cause Sebastian to chain to nearby enemies from the target, chained targets get a portion of the damage spread to them from the primary target
- Chain kills increase beam damage
Default Sword: Similar to the default gun, something reliable for the player to use across different levels
- Quick sword attack dealing medium damage, can hit multiple enemies
- Melee Dash Attack (Think Overwatch Genji)
Shojin: Trades attack speed and versatility for heavier attacks trading the melee dash attack
- The heavy slow attack that deals heavy damage, and can hit multiple enemies
- Aoe sweep
Fiore: Superior mobility and damage to Default Sword but trades versatility for single target damage
- Quick sword attack that deals high damage, can only hit one enemy
- Melee dash attack quicker and longer range
Hammerflip: Bunny thumper, offers an alternate form of movement using the sword, aoe attacks
- The heavy slow attack that does an aoe in front of the player
- Can bunny hop if hit wall or floor in the opposite direction
Stridermaster: Better often for ranged preference players, trading damage for ranged aoe damage
- Quick sword slashes that can be held for more range, can still hit multiple targets
- Instead of a dash attack, stop and emit a longer-range slash based on the remaining distance of the dash left
Moosey: Heaviest attack damage, but sacrifices player movement autonomy for it, similar to Hammerflip offers a different variant of melee movement
- Heavy slow attack, Longer range area of effect
- Drags the player in the direction of the slash, regardless of its hits or not
Akerman: Titan Slayer, designed for the true slash and shot experience, valuing swapping move movement to be in range of both this weapon and whatever gun you choose
- Quick weak sword attack
- After firing a round, increase sword damage to low, alternate to swinging sword to increase gun damage and vice versa. Stacks up to high damage for both (increasing forever, but resetting when an action doesn't hit an enemy or if you do the same action twice)