User:PMGame/sandbox

= Slasher =

Concept
An attentive game that requires the player to slash their way towards the villain while protecting the citizens below in a cyberpunk city.

Game Structure
This is a neon city where the platforms are on the sides of the screen. The platforms on the sides are city buildings. There will be 2 vibrant atmospheres (night and day) in the background depending on the mission.

Image Inspiration:
ArtStation - Cyber Punk Back Alley, James O'Brien | Futuristic city, Cyberpunk city, Cyberpunk aesthetic (pinterest.com)

Players
The mobile game will be playable by multiple players with their smartphone. PC version will be considered if requested by multiple users.

Action
Whenever a bomb comes down, the player will slash to the side to explode the bombs raining down onto the city. Players will be able to perform combos while being attentive to incoming bombs.

Objective
Player will prevent the bombs from reaching down below while catching the villain.


 * Point System

Player will accrue points by slashing the bombs and gain experience by capturing the villain.


 * Catching the villain

The ultimate goal of the game is to catch the villain who's wreaking havoc in the city. He will continue to rain down bombs to the city below as long as he's uncaptured. Through his defeat, the city will be saved and the player will be awarded coins for their valor.

World
The screen will be held vertically and built using platforms on the side of the user's screen. The sides of the walls are city buildings that the player will use to climb up using their gravity boots.

Sprites
There will be 10 different sprits for the player to purchase of the main character. As each level progresses, the color and rank of the character will be awarded to the player.

Cosmetics

 * Main character

Different skins and colors. The main body and the sword will be different.


 * Bomb

Different appearance


 * Sword slashes

Different color

Store
Store inventory:


 * Skins
 * Coins
 * Time Rewind
 * Sword animation
 * Sword

The store will give the ability for the user to purchase goods through monetary means.

Achievements
For the player to feel progression, achievements will be awarded to the player.

Achievements:


 * Number of bombs destroyed
 * Number of times the hero has saved the city
 * Number of times the player has combo'd

Missions
The player will go through a story mission where the game is finite. The missions ends when the villain has been captured by the hero.

The Chase
This mode will be continuous. Reinforcements are coming and the hero has to hold on as long as they can. The player will always feel as if he accomplished his task from the end message "Good job! We'll take it from here!". Player will go up as high as possible while the stage slowly gets faster.

Software
Slasher will be developed using the UnityHub along with the UI. 2d and 3d modeling for characters and background will be done through Blender. For better performance, most elements within the game will be 2D.

Menu
There will be two buttons: Mission and Arcade. Background music: Big Synth Lead C Key.

Mission
Contains description "A villain threatens to bomb the civilians below. Catch him and save the city."

Arcade
Contains description - "A villain has already begun his bombardment of the city. Stall his bombing attacks until reinforcements arrive."

Forms of advertisement:
- Watch to play from current position


 * 1) There will only be once try for each start of the round

- Watch to gain free coins


 * 1) Player can watch as many advertisements as they want

No pop up advertisement
As good as it is to gain income, consistent advertisement is annoying to players. Having pop ups in the middle of the game irritates gamers as shown in the reviews for top apps in the app store/Google Play Store. This mobile game is focused towards entertaining players; therefore the ads will only be shown through the player's choice. The goal is to retain the userbase instead of the peak.

Equivalence in exchange
Ads will appear in exchange for goods within the game. Instead of bombarding the player with ads, the player will knowingly watch ads for advantages within the game.