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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: ? (1525 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
13 Matadors only
4 Matadors only El Presidente
57 Matadors + Cowboys introduced
8 Mixed (matadors + cowboys) Sheriff
911 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 12s, 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 ~815s. 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 ~3550s, 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