Game Design Document

In english

This part of this website is written in english, because it is meant for discussions with the community.

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Summary

A rogue-lite GTFO in a FTL-like campaign with complex puzzles to get intel and gadgets in a metroidvania-like progression system.
If the players not playing together, uses intel and gadgets in favor for teamplay, they will not come far in the levels because the AI will swarm without mercy.
You cannot find all intel in levels in a single playthrough, because you have to decide which way you want to go and which challenge you want to accomplish.
The fact you cannot go back after a decision was made, so at some point you will have to fail.
But every failure means progress, because player needs to learn which tactic works in a level and what gadgets are beneficial for which type of level.
When the players progress, they get intel about level types and the chosen modificator, which lets varies the experience in already known levels.