Team 7 - Hel’s Hatred - Game Outline Document Hel’s Hatred 1.1. Pitch Hack n' Slash, Tug of War game where you play a corrupt viking raiding and pillaging villages and cities using big spectacular superhuman attacks. Pitch sentence: Rage, kill repeat. 1.2. Mockup 1.3. Game attributes - Singleplayer Type: Action, Hack ‘n slash, Fighting Kind of game: Arcade Genre: Historical Fiction, Extravagance, Fantasy Mood and atmosphere: Somber, Evil Camera type: Third person 1.4. Interaction & Gameplay 1. Do you have a number of lives, or a health bar ? How do you lose a life? Health bar, the player dies when the bar hits 0 and can regain life by absorbing the life of allies nearby (killing them on full depletion). 2. When is the game over? (you lost all your lives? mission fully completed ?...) When your health bar hits 0 or you defeat everyone in the last stronghold. Digital Arts & Entertainment p.0 Team 7 - Hel’s Hatred - Game Outline Document 3. What is the main goal of the game? (rescue a captured girl?) Complete each objective and ultimately reach the end of the level. (wiping out all the villages/strongholds) 4. What are the 2 most important challenges for the player? (1. Collect money/coins 2. Defeat enemies) Staying alive and completing the final objective. 5. How long approximately does one level take? (this could be 1 Mario level or 1 tetris stage before difficulty is raised) 6. How will you gradually raise difficulty/challenge throughout your game? (Will you raise speed, amount of enemies, shorten available time, make levels more difficult…) The closer to the goal, the stronger/larger towns get. 7. How will this become apparent in different levels and trough level design? (You will have to jump further, more complex contraption, more dangerous enemies formations…) Larger/stronger enemy bosses and larger towns. 8. Player feedback. What does a player need to know via different ways (GUI, fx, audio…): I’m getting hit, I’m gaining points, I’m progressing, the enemy is coming closer…. Losing health, leaching skill available (cooldown), combo count (and or kill count (subject to change)), next objective, final objective. 9. How will you evolve as a player? (do you stay the same, do you get twice as big when picking up a mushroom, can you run faster ?) 10. Think about crystallizing and expanding on the main game mechanics and reuse as much as possible. (example: SuperMeatBoy and the circular saws). Randomly promoted enemies on each playthrough that are required to defeat? Digital Arts & Entertainment p.1
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