Game Document

Goal

The goal for the demo would be to showcase the aesthetic world, have one boss and several interactable characters along with a base to have player choice create multiple branches. A more focused goal would be to complete a tutorial, introducing the character to a minimum of two characters, and be able to fight with the choice of two weapons and kill a boss. Another goal whilst making this demo would be to market and gather a player base. This will be mostly done on twitter via sharing the gamedev progress, concept artwork and animation work. The target audience will be people that already play this genre and similar games such as Heartforth Alicia, who are generally people over 20 that find pixel art nostalgic, as well as people into aesthetic pixel fantasy art. As the game may contain slightly sensitive violence, it will be aimed at a mature market. 

Gameplay

Yuusha/Hero Corpse is a pixel art styled action platformer game, made for pc. Some of the key characteristics of this game are the player agency to kill other characters, weaponizing the remains of the bosses they have killed, and player’s choice affecting how the player evolves and the story unfolds. There is a focus on story, with a new take to the traditional hero quest - where the main character wakes as the corpse of a hero who failed his quest, and you may choose to complete his failed mission or act differently based on how you see the world, such as killing the king that ordered you to complete the quest. Another key feature of this game is the focus on the detailed and aesthetic worldbuilding of a unique fantasy world. The gameplay is fast-paced and smooth, with simple controls to be able to accommodate skill-based play. Actions are exaggerated, taking inspiration from combat games such as streetfighter. Player motivation is narrative, and the game’s pacing is heavily inspired by Cave Story. Other elements are inspired by this game as well, such as mechanics and character interaction. Gameplay relies on typical fast-paced platformer movement featuring weapons that allow the player to choose between different styles of combat, such as melee and distanced. Weapons can be switched instantaneously and will be limited in how many you can carry at once, like in Cave Story to prevent confusion and maintain fast action. As creating such a large-scale story-based game with various features is difficult to complete within several months, the goal is to complete a demo for public release by the deadline. 

Features

  • Fluid Pixel Animations, action inspired by anime and combat games.
  • Weaponizing Boss Remains
  • High-fantasy pixel art combing Western and Asian aesthetics
  • Weapon Switching
  • Combat

Suggested Game Flow

Players enter a new level aka a story segment, clear the objective - either through killing enemies or surviving till the end of the area or obtain an item needed to progress to the next area/story segment, featuring a very linear style. 

Each level increases in difficulty as do the player’s combat options. 


Using Format