Comedic Roblox Survival Game
Budget: $1,500 – $2,200 AUD
GAME DESIGN DOCUMENT
Working Title: SHRUNK!
(Title can change later — this is the full concept)
1. CORE GAME CONCEPT
SHRUNK! is a co-op physics-based survival game where players are accidentally shrunk by a mysterious shrink ray and must survive inside a giant human house while working together to rebuild a larger ray to return to normal size.
The game combines:
Funny physics
Scale-based environmental hazards
Forced cooperation
Emergent chaos
A clear story-driven objective
Failure is funny, not frustrating.
2. OPENING CUTSCENE (IMPORTANT)
Purpose
Establish story
Justify scale + physics
Hook players immediately
Cutscene Description
Players start normal-sized, walking together in a backyard.
They appear to be talking or moving casually.
A mysterious human figure fires a shrink ray.
Bright flash, sound effect.
Camera zooms out rapidly.
Players shrink to tiny size.
Giant footsteps or shadows pass nearby.
Cutscene ends with:
OBJECTIVE: SURVIVE. REBUILD THE RAY.
Then gameplay begins immediately.
3. PLAYER SCALE & MOVEMENT
Player Size
Players are ant-sized relative to the environment.
Movement Feel
Slightly floaty
Physics-driven
Easy to stumble or fall
Ragdoll on hard impacts
Movement should feel:
slightly Unstable
Funny
Not precise on purpose
4. PHYSICS & COMEDY (CORE PILLAR)
Physics is the main source of fun.
Examples:
Players bumping into each other
Carrying heavy objects causes wobbling
Dropping items knocks players over
Falling short distances causes dramatic ragdoll deaths
Objects rolling or tipping over players
Bugs that are funny should be treated as features.
5. GAME WORLD – HUMAN HOUSE
Map
One large human house
Players explore rooms at tiny scale
Key Rooms
Kitchen (most dangerous)
Living room
Bathroom
Hallways
Backyard Small safe base area (no human enters)
Environmental Hazards
Falling crumbs or debris
Water drops / sink floods
Fans blowing players away
Moving furniture
Pets occasionally running through
Not everything needs physics — only key objects.
6. CORE GAME LOOP (REASON TO PLAY)
Main Objective
Rebuild the Shrink Ray to escape.
players need to parkour to get to where the shrink rays parts are, or be creative and use each other.
Loop:
Explore the house
Locate ray parts
Carry parts back to base
Avoid hazards and survive
Repeat until the ray is completed
7. SHRINK RAY REBUILD SYSTEM
Required Parts (Example)
Power cell (battery-like object)
Lens fragment
Emitter core
Wiring bundle
Focusing crystal
Design Rules
Parts are heavy (player moves slower when picked up)
Multiple players are encouraged
Dropping parts causes chaos
This forces:
Communication
Coordination
Accidental failures
8. CO-OP DESIGN
Online multiplayer (4–6 players)
Shared objective
Shared progress
Friendly collisions always ON
Accidental teammate deaths are common
You cannot realistically win solo.
9. DEATH & FAILURE
Death Philosophy
Death is not punishment — it is comedy.
Short respawn
Items drop on death
Ragdoll physics death animations
No long downtime
Failure should make players laugh and retry.
10. THE BAD HUMAN (OPTIONAL BUT RECOMMENDED)
Role
(bonus 200-300 dollars if added)
A giant human that occasionally enters rooms and causes chaos.
Design Intent
Environmental threat, not a constant hunter
Creates panic moments
Generates viral clips
Behavior
Appears based on noise or random triggers
Heavy footsteps with screen shake
Slow movement
Predictable paths
Can grab or accidentally crush players
Often throws players instead of instant kills
Rules
Cannot enter safe base
Has cooldowns
Not always active
The human should feel like a natural disaster, not an enemy AI.
11. PROGRESSION & REPLAYABILITY
Session-Based
Each run randomizes:
Ray part locations
Some hazards
Human appearances
Progression
Cosmetic-only rewards:
Hats
Tiny accessories
Trails
No pay-to-win mechanics.
12. UI / UX
Minimal HUD
Quest tracker for ray parts (which parts have been found, and which parts still need to be found
Clear death feedback
Simple prompts
No clutter
13. DESIGN PHILOSOPHY (IMPORTANT)
Chaos > control
Funny > fair
Emergent gameplay > scripted events
Bugs that cause laughs are acceptable
Players should scream on voice chat
If it makes players laugh, it belongs.
14. TECHNICAL NOTES (ROBLOX)
Physics-based character controller
Ragdoll system
Server-authoritative interactions
Optimized physics for multiplayer
Human NPC uses simple state-based AI
One main map (expandable later)
Working Title: SHRUNK!
(Title can change later — this is the full concept)
1. CORE GAME CONCEPT
SHRUNK! is a co-op physics-based survival game where players are accidentally shrunk by a mysterious shrink ray and must survive inside a giant human house while working together to rebuild a larger ray to return to normal size.
The game combines:
Funny physics
Scale-based environmental hazards
Forced cooperation
Emergent chaos
A clear story-driven objective
Failure is funny, not frustrating.
2. OPENING CUTSCENE (IMPORTANT)
Purpose
Establish story
Justify scale + physics
Hook players immediately
Cutscene Description
Players start normal-sized, walking together in a backyard.
They appear to be talking or moving casually.
A mysterious human figure fires a shrink ray.
Bright flash, sound effect.
Camera zooms out rapidly.
Players shrink to tiny size.
Giant footsteps or shadows pass nearby.
Cutscene ends with:
OBJECTIVE: SURVIVE. REBUILD THE RAY.
Then gameplay begins immediately.
3. PLAYER SCALE & MOVEMENT
Player Size
Players are ant-sized relative to the environment.
Movement Feel
Slightly floaty
Physics-driven
Easy to stumble or fall
Ragdoll on hard impacts
Movement should feel:
slightly Unstable
Funny
Not precise on purpose
4. PHYSICS & COMEDY (CORE PILLAR)
Physics is the main source of fun.
Examples:
Players bumping into each other
Carrying heavy objects causes wobbling
Dropping items knocks players over
Falling short distances causes dramatic ragdoll deaths
Objects rolling or tipping over players
Bugs that are funny should be treated as features.
5. GAME WORLD – HUMAN HOUSE
Map
One large human house
Players explore rooms at tiny scale
Key Rooms
Kitchen (most dangerous)
Living room
Bathroom
Hallways
Backyard Small safe base area (no human enters)
Environmental Hazards
Falling crumbs or debris
Water drops / sink floods
Fans blowing players away
Moving furniture
Pets occasionally running through
Not everything needs physics — only key objects.
6. CORE GAME LOOP (REASON TO PLAY)
Main Objective
Rebuild the Shrink Ray to escape.
players need to parkour to get to where the shrink rays parts are, or be creative and use each other.
Loop:
Explore the house
Locate ray parts
Carry parts back to base
Avoid hazards and survive
Repeat until the ray is completed
7. SHRINK RAY REBUILD SYSTEM
Required Parts (Example)
Power cell (battery-like object)
Lens fragment
Emitter core
Wiring bundle
Focusing crystal
Design Rules
Parts are heavy (player moves slower when picked up)
Multiple players are encouraged
Dropping parts causes chaos
This forces:
Communication
Coordination
Accidental failures
8. CO-OP DESIGN
Online multiplayer (4–6 players)
Shared objective
Shared progress
Friendly collisions always ON
Accidental teammate deaths are common
You cannot realistically win solo.
9. DEATH & FAILURE
Death Philosophy
Death is not punishment — it is comedy.
Short respawn
Items drop on death
Ragdoll physics death animations
No long downtime
Failure should make players laugh and retry.
10. THE BAD HUMAN (OPTIONAL BUT RECOMMENDED)
Role
(bonus 200-300 dollars if added)
A giant human that occasionally enters rooms and causes chaos.
Design Intent
Environmental threat, not a constant hunter
Creates panic moments
Generates viral clips
Behavior
Appears based on noise or random triggers
Heavy footsteps with screen shake
Slow movement
Predictable paths
Can grab or accidentally crush players
Often throws players instead of instant kills
Rules
Cannot enter safe base
Has cooldowns
Not always active
The human should feel like a natural disaster, not an enemy AI.
11. PROGRESSION & REPLAYABILITY
Session-Based
Each run randomizes:
Ray part locations
Some hazards
Human appearances
Progression
Cosmetic-only rewards:
Hats
Tiny accessories
Trails
No pay-to-win mechanics.
12. UI / UX
Minimal HUD
Quest tracker for ray parts (which parts have been found, and which parts still need to be found
Clear death feedback
Simple prompts
No clutter
13. DESIGN PHILOSOPHY (IMPORTANT)
Chaos > control
Funny > fair
Emergent gameplay > scripted events
Bugs that cause laughs are acceptable
Players should scream on voice chat
If it makes players laugh, it belongs.
14. TECHNICAL NOTES (ROBLOX)
Physics-based character controller
Ragdoll system
Server-authoritative interactions
Optimized physics for multiplayer
Human NPC uses simple state-based AI
One main map (expandable later)