Game Design Document


GAME DESIGN DOCUMENT
INVISIBLE

Concept/Introduction
A casual puzzle game for everyone. Its purpose is to make people think about manipulating the environment of a level in different ways to form different paths to victory.

Key features
Interactive environment
Different paths to victory

Genre
Puzzle

Intended Platform(s)
Android
itch.io
Kongregate
Perhaps other "flash game" websites

Story
There is no intentionally designed storyline. Make of it what you will.

Characters
There are no intentionally created characters.

Level/Environment Design
This is the real meat of the project. Everything hinges on how intuitive levels are to complete. The environment is one of simplicity, in order to emphasize a puzzle's solvability.

Gameplay
Primary mechanic of tapping with finger/clicking with mouse. In doing so, the player manipulates the visibility of objects in the scene so that they can reach the goal.

Art
Basic shapes and colors. Stark contrast between background and foreground. Outlines.

Sound and Music
Slow and drawn-out. Calming. Make the player feel as if they don't need to rush to complete the level.

User Interface, Game Controls
Clickable/Tappable UI - buttons on the edges of the screen. Simple one-sentence tutorial at the beginning of the game.

Accessibility
Currently no plans to include features that help accessibility.

Target Audience
Those seeking a handheld distraction while commuting; those seeking a small challenge or mental encouragement in the middle of a boring day.

Technical analysis
●      Experimental features: This will be my first time using saving/loading data features.
●      Major development tasks: Saving/loading data; Putting levels in order of difficulty.
●      Estimated resources: One college student; One MacBook Pro; One free version of Unity; One summer.
●      Estimated Schedule: Playtesting begins on August 1; Ready for release August 21.
 
Cost and revenue projections
Cost: My Time
Revenue: Donations on itch.io

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