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Game Design Document

The Adventure SpeedRunner Game is a 2D physics platformer for PC where players control a fox navigating through levels filled with obstacles to reach a goal flag. The game features progressively challenging levels, various obstacles, and a scoring system based on completion time. Development is planned over seven weeks, with milestones including prototype creation, level design, and playtesting.

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0% found this document useful (0 votes)
2 views

Game Design Document

The Adventure SpeedRunner Game is a 2D physics platformer for PC where players control a fox navigating through levels filled with obstacles to reach a goal flag. The game features progressively challenging levels, various obstacles, and a scoring system based on completion time. Development is planned over seven weeks, with milestones including prototype creation, level design, and playtesting.

Uploaded by

THE GAMEREZ
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Game Design Document: Adventure SpeedRunner Game

1. Game Overview

• Title: Adventure SpeedRunner Game


• Genre: 2D Physics Platformer
• Platform: PC
• Art Style: Pixel
• Engine: Unity 2D

2. Core Gameplay

• Player controls a fox that walks, attacks and jumps through levels filled with
obstacles. Keys – WASD, up, left, down and right + spacebar
• Objective: Reach the goal flag at the end of each level.
• Physics-based movement (idle, walk and jumping).
• Avoid falling into pits, spikes, or enemies.

3. Controls

Input Action
A / Left Move left
D / Right Move right
Space Jump
R Restart level
Esc Pause Menu
Attack LMB

4. Level Structure

• Each level is a side-scrolling stage.


• Progressively harder layouts with new obstacles introduced every few levels.
• Goal is to complete all levels with minimal deaths or within a time limit Gold 40
seconds, Silver 60 seconds, Bronze 80 seconds and fail for normal levels
• Player will have 3 lives each level.

5. Obstacles & Elements

Element Description
Spikes Instant death on contact.
Water Pit sinks and dies.
Moving Moves horizontally or vertically.
Platform
Enemies Bunch of enemies. Can be destroyed by jumping on them or attack
them.
Button Activates a door or lifts a platform.
Door Opens after button press or key collection.
Fans Push the player in the air using wind force (optional advanced level
element).

6. Level Progression Plan

Level Features Introduced


1 Basic movement, jump and attack
2 Platforms and falling gaps
3 Spikes and restart logic
4 Moving platforms
5 Simple enemies
6 Buttons and doors
7+ Combination of all above + timing-based
puzzles

7. Visual Design

• Player: Character from 2D Assets


• Platforms: Environment Assets
• Background: Sky and Jungle Theme
• Enemies: Enemies from Assets
• Goal Flag: Small vertical black pole with a minimal red flag
• UI: Black text with white background – level number, deaths, time

8. Audio (Optional but Minimal)

• Jump sound: soft “boing”


• Death sound: subtle "pop"
• Background music: optional low-volume loop
• Win sound: simple chime

10. Development Roadmap (Basic)

Week Milestone
1 Prototype ball movement and
physics
2 Level editor + 3 demo levels
3 Add spikes, enemies, and triggers
4 Polish UI, add sounds
5 Add 10 levels + playtesting
6 Publish beta
7 Add More 10 levels Additionally if get
more time (Optional)

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