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