Cyber-Spell Game Development
Budget: ₹75,000 – ₹150,000 INR
GAME DESIGN DOCUMENT (GDD): PROJECT "CYBER-SPELL"
1. EXECUTIVE SUMMARY
● Game Type: Hybrid-Casual (Multiplication Gate Runner + 4X Base Builder).
● Platform: Android (Mobile). & IOS ALSO
● Theme: High-Tech Mechs & Ancient Magic Heroes vs. Zombie Hordes.
● Primary Goal: To build a high-retention game similar to Last War, using modular systems to create 400+ levels efficiently.
2. THE CORE GAMEPLAY LOOP
The game is divided into two interlocking phases:
1. The Expedition (Action): Players play "Runner" levels to collect Gold, Iron, and Food.
2. The Citadel (Strategy): Players use those resources to build their base, which in turn makes the heroes stronger for harder "Runner" levels.
3. PHASE 1: THE ACTION RUNNER (Expedition)
Mechanics
● Automatic Movement: The squad moves forward constantly. The player only controls horizontal (Left/Right) movement.
● Multiplication Gates: Players pass through transparent gates (e.g., x2, +10, x5).
○ Logic: The squad size must update instantly upon hitting a gate.
● Auto-Combat: The crowd automatically fires at zombies. If the crowd size hits zero, the player loses.
● Victory Condition: At least one unit must cross the finish line.
Level Production Strategy (The 400-Level Plan)
● Modular "Chunk" System: The developer will NOT build 400 maps.
● The Library: Developer creates 20 unique "Level Chunks" (e.g., 5 easy, 10 medium, 5 hard chunks) using the provided Underworld assets.
● The Level Manager: A script will randomly (or via pre-set seeds) assemble these chunks to create 400 unique levels.
○ Level 1: 3 Easy Chunks + Finish Line.
○ Level 400: 15 Hard Chunks + Boss Arena.
4. PHASE 2: THE BASE BUILDER (Strategy)
Mechanics
● Grid System: A top-down map where players place buildings.
● Building Types:
○ Headquarters (HQ): Main progression building (Max Level 35).
○ Resource Mines: Generate Iron/Food/Gold over time.
○ Mech Lab / Magic Altar: Used to upgrade the damage and health of the characters.
● Timers: Upgrades take real-world time (e.g., 5 minutes, 2 hours, etc.).
5. ASSETS & LOGIC (Provided to Developer)
To keep development costs low and quality high, the following will be provided:
Category
Provided Assets
3D Heroes
POLYGON - Mech Pack & POLYGON - Fantasy Rivals (Synty Studios)
3D Enemies
Modular Zombie Character Pack (ITHappy)
Environment
Platformer 8 Underworld (ITHappy)
User Interface
GUI Pro - Super Casual (LayerLab)
Core Logic
MOST Runner Templates (For Gates/Crowd) & City Builder Kit (For Base)
6. TECHNICAL REQUIREMENTS
● Optimization: Use Object Pooling for the zombie hordes and crowd units to ensure 60 FPS on mid-range Android devices.
● Backend: Integration with Firebase or PlayFab for player data, cloud saves, and currency tracking.
● Monetization: * Rewarded Ads: Watch an ad for a "Revive" or 2x Gold.
○ IAP: Store for buying "Speed-ups" and "Hero Shards."
7. DEVELOPMENT MILESTONES
● Milestone 1: Prototype of the Runner with math gates and crowd spawning.
● Milestone 2: Modular Level Generator (system to shuffle 20 chunks into many levels).
● Milestone 3: Base-building grid with resource timers.
● Milestone 4: Full loop integration (Runner rewards upgrade the Base).
● Milestone 5: UI Polish and Store/Ads integration.
1. EXECUTIVE SUMMARY
● Game Type: Hybrid-Casual (Multiplication Gate Runner + 4X Base Builder).
● Platform: Android (Mobile). & IOS ALSO
● Theme: High-Tech Mechs & Ancient Magic Heroes vs. Zombie Hordes.
● Primary Goal: To build a high-retention game similar to Last War, using modular systems to create 400+ levels efficiently.
2. THE CORE GAMEPLAY LOOP
The game is divided into two interlocking phases:
1. The Expedition (Action): Players play "Runner" levels to collect Gold, Iron, and Food.
2. The Citadel (Strategy): Players use those resources to build their base, which in turn makes the heroes stronger for harder "Runner" levels.
3. PHASE 1: THE ACTION RUNNER (Expedition)
Mechanics
● Automatic Movement: The squad moves forward constantly. The player only controls horizontal (Left/Right) movement.
● Multiplication Gates: Players pass through transparent gates (e.g., x2, +10, x5).
○ Logic: The squad size must update instantly upon hitting a gate.
● Auto-Combat: The crowd automatically fires at zombies. If the crowd size hits zero, the player loses.
● Victory Condition: At least one unit must cross the finish line.
Level Production Strategy (The 400-Level Plan)
● Modular "Chunk" System: The developer will NOT build 400 maps.
● The Library: Developer creates 20 unique "Level Chunks" (e.g., 5 easy, 10 medium, 5 hard chunks) using the provided Underworld assets.
● The Level Manager: A script will randomly (or via pre-set seeds) assemble these chunks to create 400 unique levels.
○ Level 1: 3 Easy Chunks + Finish Line.
○ Level 400: 15 Hard Chunks + Boss Arena.
4. PHASE 2: THE BASE BUILDER (Strategy)
Mechanics
● Grid System: A top-down map where players place buildings.
● Building Types:
○ Headquarters (HQ): Main progression building (Max Level 35).
○ Resource Mines: Generate Iron/Food/Gold over time.
○ Mech Lab / Magic Altar: Used to upgrade the damage and health of the characters.
● Timers: Upgrades take real-world time (e.g., 5 minutes, 2 hours, etc.).
5. ASSETS & LOGIC (Provided to Developer)
To keep development costs low and quality high, the following will be provided:
Category
Provided Assets
3D Heroes
POLYGON - Mech Pack & POLYGON - Fantasy Rivals (Synty Studios)
3D Enemies
Modular Zombie Character Pack (ITHappy)
Environment
Platformer 8 Underworld (ITHappy)
User Interface
GUI Pro - Super Casual (LayerLab)
Core Logic
MOST Runner Templates (For Gates/Crowd) & City Builder Kit (For Base)
6. TECHNICAL REQUIREMENTS
● Optimization: Use Object Pooling for the zombie hordes and crowd units to ensure 60 FPS on mid-range Android devices.
● Backend: Integration with Firebase or PlayFab for player data, cloud saves, and currency tracking.
● Monetization: * Rewarded Ads: Watch an ad for a "Revive" or 2x Gold.
○ IAP: Store for buying "Speed-ups" and "Hero Shards."
7. DEVELOPMENT MILESTONES
● Milestone 1: Prototype of the Runner with math gates and crowd spawning.
● Milestone 2: Modular Level Generator (system to shuffle 20 chunks into many levels).
● Milestone 3: Base-building grid with resource timers.
● Milestone 4: Full loop integration (Runner rewards upgrade the Base).
● Milestone 5: UI Polish and Store/Ads integration.
Related categories:
Mobile App Development
iPhone
Android
3D Modelling
Game Development
Backend Development
Unity
Level Design