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Dungeon Crawl: Ricardo's Revenge

Concept Statement

Ricardo uses any means possbile to pass through the dungeons rooms to reach his end goal, whether is killing enemies to completing difficult tasks

Genre

  • Roguelite
  • Action
  • Platformer
  • Puzzle (Maybe?)

Target Audience

For ages from 16
Everyone should be able to enjoy

Unique selling point

  • Funny action game
  • Full of adrenaline
  • Co-op
  • Unique generation of levels

Player experience and Game POV

  • The game presents Ricardo and his dog companion, in his journey to save a kidnapped princess from a mysterious evil force unknown to human kind.
  • The game presents Ricardo and his dog companion, in his journey to save a kidnapped princess from a mysterious evil force unknown to human kind.
  • The player will be Ricardo, accompanied by his trusty companion, Doge
  • Being an unstopabble force
  • Every journey through the dungeon will give the player rewards for upgrading their character and increasing the odds of going further next time.

Visual and audio style

  • Pixelated graphics with exciting music

Game World Fiction

  • The game takes place in a mysterios world, where the times have converged so much that guns and sword are undistinguishable and fantasy rules over the world.

Monetization

  • The game will be paid to play, but the player can also do ingame purchases for skins.

Platform(s), Technology and Scope

  • VIA Arcade Machine
  • Windows
  • Linux (Ubuntu)
  • 2D
  • C# in Unity
  • 3 months to develop
  • 2 Team members
  • The game should be in early access in a month and a half and be done in 3 months.
  • Depending on player's skill the game can take anywhere from a few hours to infinity.
  • A major risk could be that some people do not enjoy pixelart and 2D games

Core loops

  • They loop through different rooms and floors of the dungeon, gathering loot from them and after dying or reaching the last level, they will comeback to the main lobby where they will gain rewards based on the levels and objectives completed. The player then can spend those rewards in the shop for better items and effects.
  • It encourages the player to start more rounds, rather than making the player try their hardest to pass higher levels, by pure skill.
  • The player is expected to die quite fast in the beginning, but be able to survive more and more while advancing through the game.

Objectives and Progression

  • The player and their dog will first be taught how the dungeon works, that everytime they die, they will be respawn with all their loot and equipment lost during their time in the dungeon, and only the permanent points will be left, helping the player purchase better effects and items that can be found in the dungeon, or improving their own character (f.x health points, armor, etc.).
  • Short term goals are completing the dungeon floors
  • Long term goals are mastering their character, figthing the final boss and rescuing Ricardo's princess.

Game Systems

Player interactable

  • Character upgrade system
  • Item unlocking system

Player cannot interact

  • Random level generation
  • Random loot drop
  • AI(more or less) enemies

Interactivity

The player will be constantly pressed to continue moving on through the dungeon. The game is supposed to create feelings of adrenaline and unpredictability, constantly making the player try to reach further and further through the levels by collecting loot and better weapons on the way.

The combat will be either melee, ranged or terrain kills. The player will be able to move around the levels from the side perspective and use everything in their power to survive.

Sketch

sketch located in the folder

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