# Bullosseum — Game Design Document > Living document. `?` marks open questions. --- ## Elevator Pitch You are the bull. Waves of cowboys, matadors, and gladiators pour into your arena — each with their own tricks to dodge or counter your charge. Survive, wreck things, pick upgrades. Every run is different. Goofy low-poly mayhem. --- ## Art Direction - **Style:** Low-poly, chunky geometry, flat or minimal shading - **Tone:** Goofy and physical — think *Gang Beasts* meets *Vampire Survivors* energy - **Camera:** Third-person, spring-arm collision avoidance - **Palette:** Warm sand/terracotta arena, vivid faction colours (red/gold for matadors, brown/blue for cowboys, iron/purple for gladiators) - **Particles:** Stylised cartoon puffs — dust, impact sparks, ragdoll stars - **Audio direction:** ? --- ## Confirmed Mechanics - Third-person bull locomotion with momentum (walk, charge) - Wide committed turning arc during charge — charges feel like commitments - Visual turn lag (body leans) - Spring-arm camera with zoom - Sand dust particles at hooves (walk = small, charge = big) - Jolt Physics backend --- ## Run Structure (Vampire Survivors-inspired) ``` Start run → Wave spawns → Kill enemies → Wave cleared → Pick upgrade → Next wave → ... → Die or achieve target ``` - **No hard time limit per wave** — pressure comes from enemy density escalating - **Upgrade picks between waves** — choose 1 of 3 options (stat, ability, passive synergy) - **Fail state is soft** — getting overwhelmed is a death spiral, not a timeout. You stop being able to charge effectively and get cornered - **Run length:** ? (15–25 minutes for a full run feels right for web) - **Meta progression:** ? Unlock new starting abilities or bull cosmetics across runs ### Wave Escalation — Faction Ramp Factions are introduced one at a time so each mechanic gets space to teach itself before mixing begins. | Waves | Faction makeup | Boss | |---|---|---| | 1–3 | Matadors only | — | | 4 | Matadors only | El Presidente | | 5–7 | Matadors + Cowboys introduced | — | | 8 | Mixed (matadors + cowboys) | Sheriff | | 9–11 | All three factions introduced | — | | 12 | Mixed (all three) | Centurion | | 13+ | Full chaos — all factions, escalating density | Repeat bosses + ? final boss | - Each new faction's first wave is a "pure" wave so the player can learn the pattern before it mixes - Bosses appear solo — the arena clears before a boss spawns, making it feel like a duel - ? After wave 12, does a loop begin (harder repeat) or does a final boss end the run? --- ## Enemy Factions ### Matadors (the classics) The trickiest faction — they're designed around baiting your charge. | Enemy | Behaviour | |---|---| | Matador | Waves red cape to draw your charge, sidesteps at last moment. Must catch them off-guard or predict the dodge | | Banderillero | Plants slow-flags in the ground — charges into one stuns the bull briefly | | Picador | Mounted on horse, tanky, slow. Horse must be hit first before the rider is vulnerable | | ? El Presidente (boss) | Summons matadors and teleports around the arena in bursts | ### Cowboys The herd faction — individually easy, dangerous in groups. | Enemy | Behaviour | |---|---| | Cowboy | Throws lasso to root you for 1–2s, then runs. Easy to hit, just annoying | | Wrangler | Herds other enemies toward you — a force multiplier | | Mounted Cowboy | Circles you on horseback, throwing dynamite. Must cut off the riding arc | | ? Sheriff (boss) | Shotgun blast that staggers the bull; spawns deputies on death | ### Gladiators The armour faction — charge angles matter. | Enemy | Behaviour | |---|---| | Legionary | Front shield absorbs charges completely. Must hit from the side or behind | | Net-thrower | Long-range root that holds you in place for 3s | | Archer | Stationary on elevated platform (arena wall edge), fires slowing arrows | | ? Centurion (boss) | Buffs nearby gladiators, has a charge-reflect shield that bounces you back | --- ## Ability System Three slots total — always the same structure, filled differently every run. ``` [Charge ──────────] [Medium □] [Ultimate □] always on 1 slot 1 slot ``` ### Slot 1 — Charge (always on) | | Description | |---|---| | **Charge** | Hold to build, release to sprint. Committed arc, hard to steer. The foundation everything else is built around | ### Slot 2 — Medium Ability Cooldown ~8–15s. Tactical, reactive, fills gaps that charge can't. One equipped at a time. | Ability | Description | Good against | |---|---|---| | **Stomp** | Slam front hooves — short-range AoE stun | Matador clusters, anything close | | **Gore** | Upward headbutt — launches a single target | Shielded gladiators (bypasses front shield) | | **Tail Whip** | 360° sweep behind and to the sides | Cowboys lassooing from behind | | **Bull Roar** | Knockback shockwave — no damage, pure space creation | Net-throwers, tight groups | | **Ground Pound** | From a jump, landing creates a shockwave crater | Mounted enemies (dismounts them) | | **Counter** | Narrow window — if you charge as an attack lands, explosive ricochet | Picadors, centurion reflect | ### Slot 3 — Ultimate Ability Cooldown ~35–50s, or requires a full charge meter. High impact. One equipped at a time. | Ability | Description | Good against | |---|---|---| | **Stampede** | ~5s of zero deceleration — can't stop or steer well, flattens everything in the path | Boss phases, dense waves | | **Enrage** | ~8s berserk: charge speed +60%, hitbox wider, ignores all slows and roots | Lasso/net-heavy waves | | **Red Mist** | Every enemy on screen gets a red target marker and is pulled slightly toward you — brief guaranteed hits | Matador dodge phase | | **Thunder Horn** | Next charge is electrified — chains damage to up to 4 nearby enemies on contact | Gladiator formations | | **Call of the Herd** | Summon 3 ghost bulls that charge in parallel alongside you for 6s | Any — pure chaos | ### Card Pick Screen (between every wave) Game pauses. Three cards shown — pick one. | Card type | Examples | |---|---| | **New medium** | Swap current medium for a different one | | **New ultimate** | Swap current ultimate for a different one | | **Stat boost** | +charge speed, +turn rate, −medium cooldown, −ultimate cooldown | | **Passive modifier** | Changes how your *current* ability behaves (see below) | | **Synergy** | Unlocks a cross-ability combo effect | **Passive modifier examples:** - Stomp → "Dust Blind" — stun cloud also blocks enemy vision for 2s - Gore → "Pinball" — launched enemy bounces off walls and damages others on landing - Stampede → "Aftershock" — leaves a trembling ground trail that slows enemies for 5s - Enrage → "Bloodlust" — kills during enrage reduce remaining cooldown **Synergy examples:** - Charge + Stomp = "Seismic Run" — charging for 2s+ turns your next stomp into a ground wave - Gore + Thunder Horn = "Lightning Rod" — electrified gore sends a chain to the whole group - ? Others to discover during design --- ## Arena Design Each faction maps to an arena environment. Mixed-faction waves could transition the arena or blend themes. | Faction | Arena | Hazards | |---|---|---| | Matadors | Sand bullring, wooden barrier ring | Flags slow movement, open centre is the danger zone | | Cowboys | Frontier rodeo grounds, hay bales, fences | Lasso posts (rope traps), horse stampede lanes | | Gladiators | Roman colosseum, stone floor, iron gates | Archer towers on walls, spike traps, wet stone (slide) | - ? Does the arena change mid-run or is one arena selected at run start? - ? Destructible fence/barrier sections throughout? --- ## Core Loop Revisited ``` Move → Spot threat pattern → Position approach angle → Charge/Ability → Chain hits → Wave clear ↑ ↓ Dodge/react to debuffs (lasso, net, slow-flag) Pick upgrade (1 of 3) ``` The **positioning** step is where skill expression lives: which enemy to hit first, what angle to approach a shielded gladiator, whether to charge the matador or fake him out. --- ## Open Questions 1. **Meta progression** — cosmetic unlocks only, or do you unlock new starting medium/ultimate options across runs? 2. **Arena change** — single arena per run, or does the arena theme shift when a new faction is introduced mid-run? 3. **After wave 12** — infinite loop with scaling difficulty, or a final boss that ends the run cleanly? 4. **Ability replacement** — when you pick a new medium/ultimate card, does it always replace the slot, or can you upgrade an existing ability through repeated picks (level 1→2→3)? 5. **Web scope** — vertical slice (matadors only, 4 waves, one ability tree) or full 12-wave game? --- ## References - *Vampire Survivors* — wave escalation, upgrade pick loop, run length - *Gang Beasts* — ragdoll slapstick commitment - *Katamari* / *Donut County* — simple core verb scaled through variety - *Superhot* — charge-as-commitment, every move mattering - *Cult of the Lamb* — faction variety with distinct visual languages