The Folk Laws of Fright 2 GDD!
Overview
Theme / Setting / Genre
Theme: The theme will be a funny / satire horror game and will slightly tie into fantasy in the sense that there are portals in this world that can transport you between time and space.
Setting: The game will take place in 5 different areas across space and time, accessed via rifts in context of the game (you’ll pick levels in a menu in-game). The first level will be set in an Egyptian-esque area in a pyramid where the player must navigate from one end to the next of amaze inside, whilst fighting any enemies that get in the way whilst getting through. The final boss for this stage is Anubis. The second level will be set in Greek ruins, having the player navigate through traps and pitfalls in stony ruins, the final boss of this level will be Medusa, with enemies from European and other fitting folklore. The 3rd level will be set in a 14th-century plague-ridden European village, where there will be various enemies destroying said village, and the final boss will be the grim reaper, as not only is Europe where the grim reaper originated, but around the 14th century during the black death is when the idea of the grim reaper was first conceived. The fourth level will take place along the Strait of Messina, where Scylla and Charybdis reside, it will feature many aquatic folklore-based enemies. Finally, the last level will be based around Lovecraft and other less comprehensible beings and will take place in some dark obsidian prison ruins, designed to keep these creatures at bay. After this, the player will return home to her house and continue life as if nothing ever happened.
Genre: The game will be a first-person action-platformer in a slightly satirical horror setting. The combat in the final game will try to be tight and challenging, between both the boss fights and regular encounters throughout the levels. This is where the action comes from, the satirical will come from jokes around the environment and some of the ways the game plays out, and finally the horror setting will come from the environment and slightly from the character designs (not entirely as I want to keep a somewhat cartoony style to the game).
Core Gameplay Mechanics (Brief)
Firing: The most basic of all the mechanics, allows the player to interact with the environment via destruction, and allows the players to defeat enemies. It will take the form of the player throwing rocks in context of the game, as I feel that is a more unique take on a first-person shooter and a large rock hitting something would be easier to replicate the impact of with my current unity skills than a regular bullet and gun.
Wall-Running: Whilst hard to implement, I would like to incorporate wall-running into the game so that it can be part of the level design, as wall-running is often a fun mechanic in games in my personal experience, and I don’t feel like it is done enough in games. This would also provide a much more interesting and interactive game to the user.
Crouching and Sliding: A very basic mechanic, will allow players to fit through tight spaces to progress further in the level, could be used for players to unlock secrets throughout the levels as well, such as crouching through a tight space to get an unlockable unreachable by normal means. Sliding would be accomplishable by crouching whilst moving at a decent speed.
Momentum and Sprinting: Sprinting is self-explanatory, the player holds a key to move faster, but I would like to implement momentum into this and sliding. This would allow the player to gather and maintain momentum to cross large gaps or areas that they would not be able to otherwise and could also be used in different kinds of puzzles and platforming segments.
Level Hazards: Level hazards would be fun and easy to implement in the form of having things such as traps where if the player stood on a pressure plate, then they’d activate a boulder rolling towards them from behind or something along those lines, I could accomplish this via on trigger events that would spawn in enemies, objects, and other hazards. Alternatively, it could be something as simple as failing a puzzle and you get dropped into a bottomless pit and must restart the level from the last checkpoint.
Targeted Platforms
PC: PC is the audience I will be trying to appeal to, as the game is a first-person shooter, so PC is the first logical choice for a platform, as that is regarded to be the best for fps games. Also, having a game on PC means I can put it out on multiple storefronts, rather than just one. Having a game on a PC storefront also allows for a slightly easier way of managing a community and providing them with updates, as most major PC storefronts have some way of keeping people with the game in their library informed on updates for said game. This would make it easy to get feedback from users and interact with them to try and create a friendly community.
(Potentially) Consoles: Consoles are a much bigger audience, but for the controls to work as well as they do on PC, it might take a while with difficulty tweaking, but the game would be possible, just not as enjoyable as it would be on PC. However, I also have no knowledge on how to program a game for console on Unity.
Monetization Module
I plan to monetise this game via initial purchase on any storefront between the prices of £11.99 and £24.99 dependent on how much content there is in the game that would justify its price point. I would also make it so that if the player were to purchase the game on itch.io, they could pay the set amount or more, so that if a player is confident enough in their purchase of the game they will pay more, allowing for more profit. After initial release, if the game does well, I would release DLC that would expand on the levels and folklore in the game, with new story content and potentially characters as well. If that DLC was also well received, I would potentially release either a paid or free DLC extra mode that could be something like an online VS mode, where players could go against their friends, activating traps and firing at each other over the course of a set of rounds. Finally, if the game got enough money, I would release a physical, retail version of the game that could be bought in stores.
As for funding, the game will be self-funded, and resources will be put together and handled by me alone.
Project Scope
Team Size + Costs
We have been given just short of 2 months or so for the final production of the demo for the FMP, but given the full time needed to produce this game, I would say around 5-6 months to create the product that I want to. It will cost nothing other than other than the hardware I must produce, as all the software I have and will be using will be usable under an educational license, as for time management, I will dedicate my time 50% towards pre-production and 50% towards the actual production of the game.
So overall, what I’m aiming to produce will take a few weeks, as that is all I can really spare for this project. However, in an Ideal world, the game would be developed over 5-6 months.
Team Size
Every single aspect of this game’s development will be undertaken by me, Sydney Neale, so the team consists of only 1 person. I am cost-free, as I don’t require pay to myself, so there are no costs brought in by me. To be clear, I will be handling the research, artwork, development, assets, sounds (may use royalty free music if I am running short on time), character design, etc (Long story short, everything!).
Licenses
For this project, I’ll only really need my educational licenses to adobe software, Autodesk Maya and Unity, so there will be no bonus costs in terms of licensing.
Hardware Costs
-£40 Ugee Drawing Tablet
-£900 PC (Including all Peripherals)
-Total: £940
There are no other costs, so the final cost ends up being £940.
Influences
Gang Beasts: Gang Beasts was a large influence on the ideas I have for level design, as I love the way that gang beasts handles its physics in its environments, having them be destructible and movable in pieces, and I can recreate this quite well with Rigid Bodies in Unity, as they function very similarly. I will probably have this in the form of walls and doors you can knock over or just some areas that are entirely destructible. I may also use similar mechanics in the combat of the game, as physics in combat tends to be fun in my experience, though I would have to be careful, as if it were to be done wrong it could mess up the fundamentals of the game.
Omori: Omori was a large influence on how I want to implement the horror and how the sound should be designed. I want to implement the horror in such a way that it’s not right up in your face, but rather slightly subtle, and leaves a feeling of dread in the player as they progress, which is done a lot of the time in game via the visuals and sound design. Visually, it accomplishes this by putting things that feel out of place in the small cutesy, pixelated world (such as the hyper-realistic greyscale hand that chases you down the stairs in one segment of the game). As for the sound design, it’s more ambient sounds than music that really sell the immersion of the game, as seen in some cutscenes where everything is dark, and all you can hear is wind, and nothing else, as it progressively gets louder the closer you are to your destination, or to something important.
The Folk Laws of Fright 1: The Folk Laws of Fright 1 was obviously a large enough influence for me to want to make my game a straight-up sequel to it. When creating the first, I really enjoyed looking into the various folklore and designing different enemies based around said folklore, I would like to do the same this year, except improve on the concept to a much higher degree, as well as adapt the kind of game into a first-person 3D game, as I feel that fits the genre and overall idea a lot better. I would also liked to have included redesigns of previous character designs, but due to the chance of that potentially lowering my marks for unoriginality, I have decided to focus on new folklore, and only have one returning character, being the nameless mist, who will have a new redesign.
Friday Night Funkin’: The main two things that have influenced this project from Friday Night Funkin’ are the art style, which I enjoyed and would like to recreate slightly within my own work, and the way it treats itself. What I mean by this is that the game is a simple rhythm game that is made for the sake of being fun, and so with things such as story, it really doesn’t take itself seriously, but rather is entirely based around the developers having fun as well as the player, creating an enjoyable experience for both developers and players alike.
The Binding of Isaac: The Binding of Isaac was a decently large influence due to looking into it for my Unit 12 research portfolio, the art style was quite a large influence on where I want to take the art direction of the game, and the sound design of the enemies is very well executed, so I would like to create something similar, having growls, squeaks and other miscellaneous creepy and unusual noises coming out my enemies.
Doom Eternal: Doom eternal was an influence on the gameplay idea for the game, as I would like to take the platforming elements from the game and put them in my own, potentially working all of the mechanics into it as well, such as the grappling hook, but I want to keep my goals within a reasonable margin, so I only really want to recreate the movement in terms of speed and weight, as for mechanics, I don’t want to overengineer the game too much, so I’ll keep it relatively simple, trying to make sure it stays a platformer and not a full on parkour game, as it is still supposed to just be a horror platformer.
Tsukumizu’s works: Tsukumizu’s works were some of the examples that I investigated when doing my research for unit 12, except I looked primarily into the character design. I would like to recreate the bizarre creature designs in my own game, but the main inspiration I would like to take from Tsukumizu’s work is the environmental design, namely from his manga series: “Girls’ Last Tour, as I would like to recreate the bleak and empty feeling of the world, and the feeling of isolation that is given to the viewer, but in the form of it being the player rather than a watcher, from what I can gather, this is mostly done from the uniformity of the environments, and in a few cases, the sheer size of these environments in comparison to the main characters. It feels like there should be something there, but it’s completely empty, giving said feeling of isolation. I feel like this would help push my games environmental design further, creating immersion, and put the player on edge, making them more susceptible to the horror aspects of the game.
Unit 12: Unit 12 was most likely the biggest influence, as it was the only mandatory one, and so my game had to tie in with my Unit 12, which I will accomplish by having a heavy focus on character designs and research into said characters. I will be making multiple iterations of each character and enemy, getting feedback on them, and then creating a full concept / reference sheet for said character, following different conventions such as colour and shape theory according to the themes and such associated with the character/enemy.
Elevator Pitch
The Folk Laws of Fright 2 is the sequel to my Year 1 FMP in the form of my Year 2 FMP, and just as the original did, it will feature many characters from different folklore from around the world, and all these ideas will be informed via research into each character and enemy. There will be 5 levels, each with a focus on different folklore. The game will have a heavy focus on character design, and will aim to be a fun, but challenging experience for just about anybody. I would also like the game to be informative, having profiles for all the folklore featured, and featuring profiles for the characters I have created as well.
Project Description (Brief)
For this project, I have been tasked with creating a game that is tied to my unit 12 in one form or another. My Unit 12 essay had a focus on character design and how they were designed to fit their role, so I decided to have my game have a heavy focus on character design, so that I can apply the things I have learnt over the course of that research project, such as shape theory, colour theory and character writing techniques.
Project Description (Detailed)
For this project, I have been tasked with creating a game that has 0 restrictions aside from the fact it needs to be tied to my Unit 12 essay research project in one form or another. My research project was based around character design and how they’re designed to meet their roles. To meet the criteria of what it is asking me for, I have decided to create a sequel to my year 1 FMP, being the Folk Laws of Fright 2. This project is a test of everything we’ve learnt over the course of the past 2 years, so I should be trying my very best throughout.
The target audience I have chosen for this game is 12-year-olds and up, as I would like to take a much more satirical approach with the horror aspect of the game, as I feel it didn’t really accomplish what it was trying to with the first game, and that my art style fits better with that sort of approach anyways. It also allows for a much larger audience, as I don’t really want to target a specific audience any more than I would like to target everybody, as I want to create an experience enjoyable by everybody. I will try and accomplish this by mastering the gameplay so that it feels like one of, if not the best, in its field.
This project is a test of my abilities, so I should really make sure that everything is the best that it can be, meaning I’ll need to manage my time efficiently and effectively. I will be doing this in the form of both primary and secondary research, looking into my audience and what they enjoy in the form of surveys and game testing with feedback so that I can improve. I will also be researching into all the different folklore creatures that I implement into the game, and the games that are influences on this project, as well as some outside to see how those games nail mechanics where they can, and to see how my project holds up against those to see where I have done well and where I can improve.
Finally, the game must successfully incorporate my Unit 12, so whilst it will have a large focus on the character design, it won’t inherently be prominent throughout the game, as there’s not much you can do other than implement the character designs. So, to counteract this, I will have an art gallery that showcases the different characters and their designs, which will have unlockable sections to keep the player incentivised to gather the unlockables. These sections will also have information about the folklore it is based on, so it kills two birds with one stone.
What Sets this project apart? (USPs)
USP #1: The game will aim to have mastered and improved mechanics from its inspiration from other games – The game will be a large mishmash of mechanics heavily inspired from other games that people enjoy put into one neat package, whilst also trying to improve on those mechanics for an even better gameplay experience. This is something a lot of games don’t really do, as they tend to focus on something brand new that they’ve added to the formula, but in terms of gameplay, The Folk Laws of Fright 2 will simply aim to master that of which already exists.
USP #2: The game will have various information on different folklore to inform players about the origins of enemies and bosses within the game in the form of unlockables – One of the USP’s of the first game was that it was supposed to inform players of the kinds of folklore used throughout the game. However, it was nothing more than that and it just existed, so I thought, “what if I made it more of an incentive to read them”, which led me to the idea that I could implement the profiles that would display all the information about these characters in the form of unlockable pickups that the player could acquire throughout the game by finding secrets and completing specifically hard areas to get them? This gives players much more of an incentive to learn, as they’d want to get as much use of something that they spent a long time trying to unlock.
USP #3: It’s a satirical-horror platformer – Satirical horror is something that is rarely done within games nowadays, as the entire genre has sort of been on the decline since the early 2010’s. What I hope to do with this game is bring back or reignite what people enjoyed about these kinds, with a unique twist of course, being that it’s in the form of a cartoony horror game, but I will also try and make the comedy more relevant to today’s times, whilst also trying to stay in a state where the comedy can’t really age.
USP #4: The art style and general direction of the game – The art style aims to be both cartoony and horror-rooted, which will hopefully create both a sense of comfort and discomfort within the player. The game will be 2.5D also, which could add to the confusion and conflict the player feels, as they’d be seeing things that look like they belong in a 2D game in a mostly 3D game, which is exactly what I’d like, as in my audience survey, they said they preferred a more chaotic format.
Core Gameplay Mechanics (Detailed)
Firing: A very basic mechanic that usually comes paired with most player controller tutorials. I want to implement this in the form of the player throwing large rocks at the enemy, which come from an inexplicable portal in Robin’s right pocket that simply just spits them out for no reason, something akin to the magic satchel TV trope, but exclusively rocks. This will allow the player to interact with the environments, damaging them, knocking them over, etc, and will also allow them to defeat enemies throughout the levels.
This would be the most used of the mechanics here, it would be used mostly in combat, but could sometimes be used in challenging platforming segments, such as knocking over a wall so that you can run over it before it falls into a pit or filling a spike-pit with rocks so that you can platform on them. It could also even be used to hit targets to activate certain things in the levels.
Wall-Running: Wall-Running will be part of the game in the form of certain segments where the player can run on the wall to cover dangerous pitfalls and hazards, this is something that, whilst seen in multiple games (games like Ghostrunner), isn’t something that is done regularly. This will be implemented with a script that can be added onto the player, however, this may require some altering of the main player controller, which could prove difficult, as I am unfamiliar with writing my own code, so I will try and find tutorials that have their own player controller.
I think it would be fun for players to have it implemented into the combat in one way or another, mainly in boss fights, but also in the form of abilities you could unlock in game to do things such as deal more damage if you attack from a wall(?). Though again, this would be incredibly hard to implement. Another way I could use wall-running is for secrets and unlockables, such as having a difficult platforming section involving it to get to a reward/unlockable, creating an incentive for potential replay value to get 100% completion.
Crouching and Sliding: Crouching and Sliding will hopefully be implemented as one and the same, where if the player crouches whilst walking, they’ll crouch, whereas if they were to crouch whilst sprinting, it would have the player slide. Sliding is something usually seen in platformers, so these are mechanics that would make sense. They would be implemented again in some form of modifying the player controller, which might be difficult to implement in the demo for the FMP.
However, in the full game, these mechanics would be used in the same way as wall-running, used for certain platforming segments throughout the main game, and for any secrets or unlockables throughout the rest of the game, giving the player further incentive to really master these mechanics and get 100% completion.
Momentum and Sprinting: Momentum and Sprinting will hopefully also be implemented hopefully one and the same, again, both being implemented into the player controller. Sprinting is something seen in a lot of basic platformers, so it makes sense for it to have, whilst momentum helps make a platformer feel more like you’re controlling a character and it is natural rather than an artificially controlled robot.
As said with the other movement mechanics, it will be used throughout the game for the basic platforming segments and will also be used for harder segments to gather unlockables and get 100% completion. This opens up the possibility for replayability and certain aspects of level design, such as levels being based around momentum or constantly be running fast. I don’t think I will add anything like a stamina bar, as it can sometimes feel very limiting within games like platformers, and I feel you should be able to experience all the mechanics when you want for as long as you want.
Level Hazards: Level hazards will be scattered around each of the 5 levels, making it so that not only do you have to be wary about the enemies in the level, but also the environment, creating a sense of everything being the enemy, and that this area is not safe. This will be implemented via On Trigger colliders, that cause things to happen in-game, such as spawning in large objects like boulders or spikes, or spawning in enemies, etc.
I think it would also be interesting to have puzzles that are timed, and if the player doesn’t manage to complete the puzzle in time, then they are faced with a penalty, ranging from having to fight enemies to simply dying and having to restart the level. I’m not sure how I would implement this, so I’ll have to research it, but probably something along the lines of a timer that causes something to happen once it hits zero, accompanied by a timer on-screen.
Story and Gameplay
Story (Brief)
The game follows the protagonist, Robin, who is a friend of the unnamed protagonist from the first game, who heard the adventures of their friend, going into the mansion and falling through the portal to fight monsters. She does not believe him, and is met with a similar situation, being greeted with a portal in her own wardrobe one morning right after waking up, she brushes it off, and walks away, only to be pulled in and begin her journey through time and space fighting off monsters from folklore and mythology with nothing but rocks and her wits.
Story (Detailed)
The game starts out introducing the player to the player character, Robin, who is a friend of the unnamed protagonist from the first game. Shortly after the events of the first game, Robin receives a phone call from her friend, telling her about the events of the first game (used as a recap of sorts for new players), and how he battled through time and space to get back to their own world. Robin blows it off as a joke call from him and goes to meet up with him to talk about it. They talk about it some more, and she still believes it to be made up. Robin then goes home, sleeps it off and has a nightmare about falling into the same situation. She wakes up and walks to her wardrobe, opens it to see a large glowing portal. She thinks she is still dreaming, and tries to walk away, only to be pulled into the portal, and begin her own adventure.
The first level begins with Robin being spat through a portal, throwing her into the middle of a desert, being presented with an enormous pyramid in front of her. She also realises her pocket feels funny and finds out she now, in the form of a small portal in her pocket, has an endless supply of… large, throwable rocks!? She enters the pyramid, and in turn, the pyramids labyrinth, filled with traps and monsters. She progresses through the labyrinth, making her way to the center of the pyramid, where she is greeted by Anubis, the Egyptian god of death. She beats Anubis by fending off their warriors of the dead and beating them with large stones. A portal opens to the next area, leading to the Greek Ruins featuring Medusa. Robin reluctantly enters the portal.
Robin is haphazardly thrown into a cave underground in front of some destroyed Greek ruins, filled with statues of people that look eerily realistic in comparison to real people. After fighting her way through hordes of Ghouls and Ahool and fighting the mighty Fachan, Robin finds the cause for all the statues, and that is the Ghost of Medusa, turning people and creatures alike into stone with her head, just as Perseus used it to. Robin ducks for cover, and fights off Medusa, destroying the head in the process, allowing the spirit of Medusa to move on. The next portal opens up, leading to flames and a ruined village, where the Grim Reaper resides, having no other option, Robin jumps through the portal and braces for impact.
Whilst braced for impact, Robin falls not too far from the ground into the middle of a burning village filled with the plague, coincidentally, a lone plague doctor mask and cloak lie in front of her, which she uses to avoid catching the plague herself. She progresses through the level, fighting off changelings, Alps and even Baba Yaga. Finally, in a large open space in the village, the Grim Reaper meets Robin. Flames rise behind her, sealing the two in an arena-like space, where Robin fends off and defeats the Grim Reaper. The Grim Reaper retreats, and in the process, opens the portal to the Strait of Messina, the domain of Scylla and Charybdis, where the area is slightly misty, which Robin takes note of, as that was one of the warnings signs that she remembered from her friend’s story.
She steps through the portal, entering a straight line of rocky shoal platforms that are barely above the surface of the crashing waves surrounding her. She steadies herself and begins her progress through the level. She fights through the incredibly dangerous waves, winds and rocky surfaces whilst dealing with many Afancs. She fights Melusine and Lusca, two very powerful sea monsters, and is greeted with an incredibly large whirlpool. Everything around her begins to shake, as the water begins to churn an immense amount. Scylla and Charybdis both emerge from the frothy water, being an enormous overlooking presence, and Robin is struck with fear throughout her whole body, however, knowing she needs to continue, Robin fights on, and eventually overcomes both Scylla and Charybdis. They both disappear after Robin defeats them, and Robin falls straight into the center of the whirlpool that remained, hitting her head, and blacking out.
Robin wakes up in an incredibly dark, obsidian prison, with no light, and mist all around her. The mist is incredibly thick, and she realises the situation she’s in. Robin fights off many horrifying creatures from Lovecraftian stories, such as Ghasts, Shoggoths and Night-Gaunts before eventually reaching an incredibly large corridor. The mist is incredibly thick, and she hears a terrifying noise from behind, as she turns around, a pair of eyes, teeth and slashing hands come flying towards her, of which she begins to run from. She falls into a large square chamber, where the arms, teeth and claws take a fuller form. Robin instantly recognises it as one of the monsters from her friends, adventure that they described. Reality becomes warped, and an intense battle takes place between Robin and the Nameless Mist. Robin of course comes out victorious, but not without a large struggle. Once the Nameless Mist is defeated, Robin notices the tears in spacetime beginning to form around her, as everything collapses inwards. Just as she fears she is about to get crushed or torn apart across reality, a portal opens up below her, and drops her through, only to throw her out of her own wardrobe, before sealing up for the final time.
After the events of this, Robin goes and apologises to her friend and gets treated for her wounds. After this, a cutscene plays of the Grim Reaper lying washed up in an area with Scylla and Charybdis, possibly hinting at another entry in the series to come. The story then ends, and the player is presented with an image of Robin and her friend living happily after recovering from the events of both their stories.
Gameplay (Brief)
The gameplay at its core will be incredibly simple, having the player progress through five levels, beating the boss, and continuing to the next. There will hopefully be wall-running as a mechanic, allowing for players to run on walls to get from area to area without touching hazards on the floor. A few other basic movement mechanics such as sprinting, jumping and crouching will also be present. I would also like momentum to be implemented, allowing for players to gain momentum and cross gaps and complete certain areas that they wouldn’t be able to complete without it. The level design won’t be too overwhelming, but somewhat simplistic levels with some tight platforming where possible.
Gameplay (Detailed)
The game will open with a cutscene of our protagonist, Robin, waking up one morning to a phone call from her friend, the Unnamed protagonist from the first Folk Laws of fright game. They explain the events of the first game in a very much TL; DR format, accompanied by short visual aids for the viewer to get a very basic idea of what happened in the first game. Robin doesn’t believe him and goes throughout her day thinking about it as a big joke. The cutscene cuts to her getting into bed thinking about it and laughing, as she falls asleep. She then wakes up to a strange noise in her wardrobe and walks towards it, opening it and being greeted face to face with a portal. She walks away to get back into bed thinking it’s a dream but is pulled straight into it. She falls into the middle of a desert and is presented with a large pyramid with no option but to enter it due to walls surrounding her. A small cutscene with dialogue plays and Robin realises her pocket is now a dimensional rift full of rocks, before the camera zooms into the back of Robin’s head, creating a seamless transition into gameplay.
The first level will feature folklore that is primarily Egyptian based, but also feature other folklore that would fit within a desert setting. Throughout the level, the two main enemies the player will encounter will be multiple Medjed enemies (should only be one, as it is a minor god, but it works better as a basic enemy in comparison.) and scorpion men. Both will function as attacking on sight, and slashing at the player as they close in, dealing damage upon contact. The level will be littered with traps, such as tripwires that trigger arrows to shoot at the player, pressure plates that open doors that lead hordes of enemies out, etc. Halfway through the level, the player will encounter Apep, this boss fight will involve Apep slithering around a large box-like arena, charging, and throwing shadowy flames at the player, the player must attack Apep when the shadows aren’t present to deal damage and defeat the mini boss. Once the player has defeated Apep, they must progress through more platforming and traps before they’re greeted with an even larger arena, this time to be greeted by Anubis. This boss fight will work with waves of enemies the player has to defeat to get close and deal damage to Anubis. Anubis will continue looping different sets of waves of enemies until his health is completely depleted. Once his health is depleted, the player will be greeted with a cutscene of Anubis being defeated, and the portal to the next level opening. Robin steps into the portal, and is thrown into the next level, being the Greek Ruins where Medusa resides.
The Greek Ruins level will feature Ghouls and Ahools as the two main enemies for the level, with Ghouls limping around but speeding up if they get close to the player, then winding up and unleashing a powerful slash attack when they get close. The Ahool will swoop above the player, grabbing them and slashing until the player fights them off, where the Ahool will drop them, so the player will have to keep a constant note of what they are above when defeating Ahools if they are grabbed. Halfway through the level, the player will be greeted with Fachan, a giant with one eye, one leg and one hand, wielding a club. This fight will be straightforward, having the player avoid the club when Fachan swings and slams it into the floor, and attacking when Fachan stops spinning with the club. Once Fachan is defeated, the player will proceed through a more dangerous part of the temple, where many statues are present, and many more traps exist. Floor pieces begin to break beneath the player, so the player will have to keep note of where they are standing/jumping. Finally, the player will enter an arena of sorts, where they are treated with a cutscene of Robin stumbling across the source of the statues, the soul of Medusa, using her own severed head as a weapon. For this boss fight, Medusa will try to lock onto the player the whole time, and the players goal is to distract the spirit by activating traps on the other side of the arena by hitting a trigger target. Then, whilst Medusa is distracted, you need to hit either the core of the soul or the Head to deal damage. Once defeated, a cutscene will play of the soul moving on and the portal opening to the burning plagued village, where the Grim Reaper resides. Robin steps in, and the next level begins.
The burning plagued village will feature changelings and alps as the main two enemies for this level. Changelings will wander around aimlessly looking like normal children, but when the player accidentally touches them or attacks them, they will turn into their true form, and move incredibly quickly towards and around the player, dealing small amounts of damage very quickly, and being very hard to hit. Alps will send nightmares in the forms of little clouds towards the player, which cause random status effects if they hit, which could be anything from messing with the players controls to messing with the visuals to even just straight up lowering your HP, the Alps will be relatively slow as they are heavy, so they won’t be too hard to hit as long as you’re not affected by any of the status conditions they give you. The player will progress through flaming wreckages until they reach a fountain, where the Baba Yaga will emerge from the flames, and begin a fight. The Baba Yaga will be quite nimble, and will attack you with her mortar, effectively being a much faster, smaller, and harder to hit version of the Fachan boss fight from the second level. Once beaten, the player will progress until they reach a burning town square, where they face off against the Grim reaper, who functions similarly to Anubis, but will also attack you whilst summoning in his lackeys. Once defeated, a cutscene plays and the Grim reaper will open the portal to the next level and retreat through it. Just as the other levels, the next level begins after this cutscene.
The next level is the Strait of Messina, where Scylla and Charybdis reside, and have mysteriously teamed up, and the area is covered in a thin mist. The level is essentially a rock shoal that is barely above the surface of the water that is incredibly linear. The enemies found in this level will only be Afancs, which will lunge at the player if they get close to the water or near to them, they will deal damage by biting the player. As for the other two folklore featured outside of the boss, there will be Melusine and Lusca. Lusca will chase the player throughout, circling and always remaining near, and will insta-kill the player if they fall in the water and stay for too long and will occasionally attack the player by leaping out of the water towards the player. The player will fight Melusine first on a large rock, where Melusine (who is possessed, as Melusine in the original folklore is friendly) leaps from container to container full of water, slashing at the player between each dive. The goal is to destroy each container when Melusine fails a dive, and the container begins to wobble, which is the weak point. Once defeated, the player progresses a bit further through the level, and Lusca will jump out of the water onto a large body of rock and will walk using its tentacles. It will flail its jaws towards the player and attack with its tentacles. When it is dizzy from flailing, then you can attack. Finally, once the player progresses to the final area, Scylla and Charybdis emerge from an enormous whirlpool, and the water begins rising around it, creating a whirlpool almost in the air. Part of the rock are swallowed up and spin around in the whirlpool, which the player can use as platforms. Scylla will attack with her extra heads by slashing and biting with them and throwing rocks as well. Charybdis will swallow large gulps of water and spit them out at the player, and will occasionally charge at the player, attempting to swallow them. If you are swallowed, you must mash buttons to get out and break free. To beat them, the player will need to target Scylla on Charybdis’ head until they are stunned, and wail on the weak spot revealed once Scylla is knocked over whilst they are stunned. Once beaten, a cutscene will play of the whirlpool falling and the player falling into the dead center of it before closing, and then another cutscene plays of Robin waking up in a dark, misty, obsidian prison. Then the next level begins.
The obsidian prison will feature 100% Lovecraftian creatures, featuring creatures such as the Ghast, Shoggoth and Night-Gaunt. Unlike the other levels, there will be no mini bosses, rather just 3 types of very powerful enemies. The Ghast will be incredibly slow, but upon contact, will reduce the players health to near zero, due to the death fever it is said to inflict upon contact. It will only attack once provoked, but will not move any faster, it will attack by slashing. The Shoggoth will attack with its large appendages that will sprout from its main body, also consisting of the same black goo, they will have an incredibly high amount of HP, as in the original story, Shoggoths were near indestructible, but they will get stunned and are incredibly slow (basically immobile). Finally, the night gaunt will function very similarly to the Ahool, swinging in and grabbing the player, but rather than just flying, it will spin the player violently and decrease their HP a lot faster. They will also have an attack where they slash and try to pierce you. The level will be covered in a mist, making it hard for the player to see. Eventually, the player will reach a long corridor, where the walls close in behind them, and a sinister scratching is heard behind the player. A short cutscene will play where the camera turns around and is greeted with the face of the nameless mist, followed by a chase sequence, where the player will need to run through the corridor very quickly, completing difficult platforming in the process, if they fail, they will die, but there will be a checkpoint just before the chase sequence. Once they complete it, the doors slam shut, and the player is left in a large room. The mist seeps in, and the final boss begins. The final boss won’t really be much different to the original concept from the first game, but in a 3D environment, which means most of the attacks will involve slashes, kicks and bites from the nameless mist that appear out of the mist. The weak spot will be when the nameless mist charges at you in its full form, where you need to lead it into one of the pillars so it’ll smash its head on them, while it is stunned, the player will need to wail on it. Once the boss fight is said and done, the rest of the game will be cutscenes of Robin finally returning to her room, apologising to her friend and telling him the whole story, then them both living a happy life free from the trauma of both of their experiences. The credits roll, and a small visual of the Grim Reaper washed ashore with Scylla and Charybdis near the Strait of Messina will play, possibly hinting at a third instalment, and the game will put up a screen that simply reads: “the end, thank you for playing!”.
Asset List
Anubis Level (Pyramid / Desert)
Visual
-Floor
-Piles of Sand
-Sand Texture
-Sandstone brick texture
-Traps
-Medjed enemy Model
-Anubis boss Model
-Apep enemy model
-Scorpion Man enemy Model
Sound
-Traps Activating
-Footsteps on sand and Sandstone
-Doors opening
-Anubis Howl
-Various grunts, growls and other noises for enemies that would fit
-Level 1 background music
-Anubis boss theme
Animations
-Various traps functioning
-All enemy animations
-Anubis animations
-Sand blowing around
-Portal Animation
Medusa Level (Greek Ruins)
Visual
-Bricks
-Stone Textures
-Traps
-Rubble
-Vines and Moss
-Fachan Model
-Ghoul Model
-Ahool Model
-Medusa Model
-Snake models
-Various Statues
Animations
-Snakes slithering around
-All enemy animations (Attacking, Idle, various idle mini-animations to play so it's not just one animation.)
-Bugs crawling around
-Medusa Animations
-Dust stagnant in the air
-Parts of statues crumbling off
-Portal Animation
Sound
-Various grunts, growls and other noises for enemies that would fit
-Snakes hissing
-Insects crawling
-Scratching
-Eerie Ambience
-Medusa Noises (hissing also?)
-Crumbling Noises
-Footsteps on stone
-Level 2 background music
-Medusa boss theme
Grim Reaper Level (Village)
Visual
-Brick Path / Texture
-Houses
-Fountain / Well
-Destroyed Buildings
-Flames
-Grim Reaper Model
-Changelings enemy model
-Baba Yaga enemy Model
-Alp enemy model
Animations
-Flames
-All enemy animations (Attacking, Idle, various idle mini-animations to play so it's not just one animation.)
-Portal Animation
Sound
-Various grunts, growls and other noises for enemies that would fit
-Flames Crackling
-Footsteps on bricks, dirt and rubble
-Wind blowing
-Level 3 background music
-Grim Reaper boss theme
Scylla and Charybdis Level (Strait of Messina)
Visual
-Rocky Path
-Rocky Texture
-Rocks to stick out from the water
-Water
-Lusca enemy model
-Melusine enemy model
-Afanc Enemy model
-Scylla Boss Model
-Charybdis boss model
Animations
-All enemy animations (Attacking, Idle, various idle mini-animations to play so it's not just one animation.)
-Water Splashing against rocks
-Portal Animation
-Cutscene
-Water splashing on the camera(?)
Sound
-Various grunts, growls and other noises for enemies that would fit
-Waves Crashing
-Level 4 background music
-Scylla and Charybdis boss theme
-Footsteps on rock and shallow water
The Nameless Mist’s Return (Obsidian Prison)
Visual
-Black Obsidian walls/floors/décor
-Ghast Enemy Model
-Shoggoth Enemy Model
-Night-Gaunt Enemy model
-The nameless mist final boss model
-Mist
-Azathoth corpse
Animations
-All enemy animations (Attacking, Idle, various idle mini-animations to play so it's not just one animation.)
-Mist in the air moving around so it's not just one big cloud
-Shadows moving across screen
-Boss animations
-Ending Cutscene
-Portal animation
Sound
-Level 5 background music
-The Nameless Mist boss theme
-Various grunts, growls and other noises for enemies that would fit
-Footsteps on obsidian prison floor
-Eerie Ambience
General
Visual
-UI Assets
-Main Menu Image
-Profile images for each character and enemy
-Health Bar
-Victory Screen
Animations
-UI Animations (Taking damage, hovering over UI with mouse, healing, pickups, etc.)
-Head Bobbing
-Throw Animation
-Taking Damage
-Taking Fatal Damage
-Death Screen
-Victory Screen
-Opening Cutscene
-Credits
Sound
-Player taking damage
-Player taking fatal damage
-Main menu theme
-UI SFX
-Player dealing damage
-Victory Fanfare
Scripts
-Enemy Script
-Player Controller + Sprinting, Crouching, Momentum, Wallrunning
-On Trigger Scripts
Schedule