Game Design Document · Initial Draft

TBD

A web-based top-down online PvP / PvE arena game for four players. Build a room, battle through repeatable rounds, and earn the highest round total.

Owner: 3boood_proVersion: 0.3.15Last updated: 2026-08-24Status: Foundation

01 : Overview

4players per hosted room
PvP + PvEdirect competition under positional pressure
Web / Godotbrowser build backed by the existing WebSocket relay library
Read → choose → outplaythe player fantasy: immediate decisions that explain the result

02 : Design Pillars

North starBuild a competitive arena game where a player can immediately read the situation, make a fast choice, and understand why they won or lost.

Select a pillar to view its player promise and design test.

03 : Core Gameplay Loop

Every combat round repeats this decision loop: read the arena, survive the pressure, commit to an attack, then live with the result.

01 · READAnalyzeRead the environment, PvE threats, other players, open space, and immediate risks.
02 · SURVIVEDefendMove and roll to avoid enemy pressure and other players' attacks.
03 · COMMITAttackUse available weapons to damage enemies and eliminate opposing players.
04 · RESULTResolveWin or lose based on how well you read, defended, and attacked during the round.

04 : Systems & Mechanics

Live assembly preview
Tip · EntityEntity SystemMovement, hits, hurt states, knockback, squash and stretch, state machines, and held items.
MatchMatch SystemOwns the map, timer, kills, wins, and result of one match.
RoomRoom SystemHosts the match series, final winner, summary, settings reset, and next roster.
Foundation · NetworkMultiplayer APISearches, creates, and joins rooms; sends player data; and synchronizes the shared game environment.
Looping
7s loop
System StackFocused support systems such as scene_changer and screen_shaker plug into this architecture without replacing its ownership boundaries.

05 : World & Content

The combat map is a compact top-down world built on a 16x16 tile set; its geometry must create pressure without compromising readability.

Note: Any ideas or adjustments can and will be discussed in the future.

MAP

Top-down tilemap

16x16 tile set

The shared grid for combat-map construction.

Floor tiles
Clean

Baseline floor state.

Lightly damaged

Small wear variation.

Aged

Older, more weathered variation.

Wall tiles
Autotiled roof

Mostly black to keep the arena quiet.

Readability shadows
Edge-only shadow autotile

Adds shallow depth cues at boundaries without darkening the play space.

WIP
HAZARDS

Traps & enemies

Traps
Static spikes

Permanent danger in the combat space.

Timed spikes

Cycle on and off by timing.

Triggered spikes

Activate through player interaction.

Levers

Manual activation point.

Pressure plates

Activation from contact.

Flame thrower

Short-range flame hazard.

Room center

Placed in the middle of the room.

Wall-mounted

Attached to a wall.

Arrow dispenser

Long-range arrow hazard.

Room center

Placed in the middle of the room.

Wall-mounted

Attached to a wall.

Enemies
Small slimes

Pressure player movement.

Big slimes
On death
Three small slimes

Spawn from the defeated big slime.

Ranged bats
Bullets

Attack players from a distance.

Future enemy types

Reserved for later discussion.

WEAPONS

Initial loadout

Player weapons
Sword
Spear
Bow
Magic wand
Nunchaku
WIP

06 : Art & Audio Direction

Art direction references

These references establish the visual language: dark pixel-art arenas, deliberate contrast, and sparse detail that keeps threats and player actions readable in motion.

A top-down pixel-art dungeon battle with red, blue, and gold players fighting pale enemies.

Color palette

Endesga 64 is the 64-color pixel-art palette by ENDESGA used as the project’s visual reference. View it on Lospec.

World#131313 · #272727

Quiet geometry and surfaces behind the action.

Player#0098DC

Safe state, selection, and player-owned information.

Threat#EA323C

Damage, hostile intent, and immediate danger.

Reward#FFA214

Objectives, pickups, and confirmed progress.

Text#B4B4B4 · #F9E6CF

Neutral reading text, with warm highlights kept scarce.

Audio direction references

Each cue below plays from the supplied library. Numbered takes share one control and rotate on every request, so repeated actions can be evaluated without duplicate buttons.

Allowed

Clear, compact feedback

Use dry, purposeful cues with a strong transient and a readable role in a crowded fight.

Quarantine Zero
Forgotten Era
Kraken's Last Fight
Not allowed

Generic game-language

Avoid bright novelty bleeps, broad trailer whooshes, cartoon explosions, and overly celebratory feedback.

Avoid

07 : UI / UX Direction

The main menu should take its visual direction from the following style.

Super Smash Bros. Ultimate menu interfaceUI study referenceSuper Smash Bros. UltimateOpen the Game UI Database entry for full-screen study.Open reference ↗
SHAPEAngular panels and directional dividers create momentum.
HIERARCHYPlayer identity, weapon state, round score, objective, and timer dominate.
CONTRASTDark plates, hard outlines, and saturated state accents. No gloss or glow.
MOTIONBrief diagonal or scale feedback only when state changes.

UI sketch

Pixel-art sketch of the game interface

Room setup needs one visible host panel, player slots, match rules, readiness state, and a single clear start action.

08 : Production Plan

Week 01

Player foundation

Build the Player on the shared Entity base with complete movement and reaction states. It provides the combat hooks that the weapon component will use, rather than implementing weapon behavior itself.

1Wduration
1/10sequence
Deliverables
  • Entity base class
  • Walk, run, and roll
  • Damage state
  • Knockback state
  • Stun state
  • Weapon-component combat hooks
  • Spawn and death