Comedic Roblox Survival Game

Job ID: 40178869

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)