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# Chronos Descent | ||
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## Team Member | ||
Brian Duan `Github: iciece666` | ||
CoffeeCat `Github: coffeecat2006` | ||
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## How would you pitch your game in one line? | ||
It's like Minecraft Dungeons meets Hades, but with a unique time-rewind mechanic that gives players a second chance in intense combat. | ||
## What is the key mechanic(s) that make it fun? | ||
- Time Rewind Ability: | ||
Players have a limited-use ability to rewind seconds of gameplay, | ||
allowing them to dodge fatal attacks, retry a missed combo, or escape a tough situation. | ||
This creates a thrilling risk-reward dynamic where players must strategically decide when to use their time rewind, | ||
adding a layer of tactical depth to fast-paced combat. | ||
- Procedural Dungeon Generation: | ||
Each run generates a unique dungeon layout, | ||
ensuring no two playthroughs are exactly the same. | ||
Randomized room designs, enemy placements, and loot distributions keep the experience fresh and unpredictable, | ||
encouraging multiple runs and exploration. | ||
- Loot-Based Progression: | ||
Players collect increasingly powerful weapons and armor with unique properties. | ||
The equipment system allows for diverse playstyles, with gear that can dramatically change combat approaches – | ||
from lightning-fast daggers to powerful area-of-effect magical weapons. | ||
## How does the game actually play? (Core Game Loop) | ||
1. Players enter a procedurally generated dungeon with a specific equipment loadout. | ||
2. Navigate through randomized rooms, battling various enemy types and avoiding traps. | ||
3. Collect loot, upgrade equipment, and strategically use the time rewind ability during challenging encounters. | ||
4. Defeat progressively difficult enemies and mini-bosses, each room presenting new tactical challenges. | ||
5. Reach the final boss of the dungeon, using all acquired skills and equipment to overcome the ultimate challenge. | ||
6. Complete the run, unlock new equipment or abilities, and prepare for the next randomized adventure. | ||
## How will you keep players engaged for 30 minutes? What's the general scope of your game (will change as you go)? | ||
- Varied Combat Encounters: Different enemy types with unique attack patterns that require strategic thinking and skillful use of the time rewind mechanic. | ||
- Continuous Progression: A robust loot system that constantly provides new and exciting equipment, motivating players to explore and experiment. | ||
- Increasing Difficulty: Dungeons that scale in complexity and challenge, ensuring that players are always tested and improving their skills. | ||
- Replayability: Procedural generation and the time rewind mechanic ensure that each run feels unique and exciting. | ||
- Short, Intense Runs: Design philosophy focused on 20-30 minute dungeon experiences that are perfect for quick play sessions while still providing a sense of accomplishment and progression. |