“Curing Chaos” Treatment document

Game Concept:

“Curing Chaos” (CC) is role-playing, beat ‘em up game with a story-driven experience and strategy elements that give the consequential decision making and adventurousness that Curing Chaos wishes to deliver.

Game Goals:

  • Customer expectations: A PC and Console vision into a post-apocalyptic, Victorian London with simplistic yet entertaining designs.
  • Endearing story: With a set of unique characters ranging from NPCs, enemies and bosses. Also having multiple ending in which the player can explore.
  • Free-range of playability: Having multiple ways to arrange your team’s play style and items to use.
  • Co-operation with others: Using a multiplayer system where people can compete against each other and or fight together.

Game Genre:

“Curing Chaos” (CC) is role-playing, beat ‘em up game; Playable on PC and console. CC has the classic class system element of an RPG.

Target Market:

Mostly teenagers due to the theme and content of the game and the art style being more appealing to a younger audience. Give it a rating of Pegi 12 due to the implied violence in the game.

Also to note about the demographic is that this game will appeal to thought who enjoy roleplaying or beat ’em up games already, Victorian or steampunk themes. Perhaps even the story or multiplayer aspect will appeal to people allowing there to be more playability to the game.

Mostly achievers with its set base achievements would be interested, but it could be for social players too. Not only is the story the main drive but there are side plots residing on characters. Also, the number of unique items to find could also interest players.

Competitive analysis:

Beat ’em up and RPG games are rather common genres and have a lot of competition in order to stand out from the rest. So Curing Chaos is attempting to include elements which the games listed may or may not include:

  • Charlie Murder
  • Castle Crashers
  • Battleblocks theatre
  • Unison League
  • Sally Face
  • The Dishwasher: Dead Samurai

Gameplay direction:

Feature Summary:

  • Multiple bosses– Each location in the game has a boss with their own abilities and theme. They are also more challenging as you progress and stronger than the average enemies.
  • Various enemies– Each location in the game has enemies with their own abilities. Some are more common than others and become more challenging as the player progresses in experience.
  • A ranking system for items volubility– Ranging from common to legendary items and having different stats and rarity, this also players to try to collect the rarest items within the game.
  • Different classes to play– To satisfy all player by giving them a classic range of class to suit their play style and or needs.
  • Several areas to explore– As so gameplay won’t be boring or repetitive with its change of scenery around London.
  • Missions and side quests– Mostly consist of spending more time at various locations and claiming rewards such as experience points to level up your team.

Hardware preferences – PC and or Consoles. Mobile would be too small for the controls and might struggle to process the game. Taking a looking at games similar to mine, I would consider it needing 50MB to run

USP – Mostly its art style compare to the genre makes it unique. A horror with a cute art style is an odd yet interesting change for games that usually focus on jump-scaring the player rather than just unsettling the player.

Design Goal – I want to make a dark-themed game that yet looks cutesy. Even with the cute style, I want characters and environments to look disturbing to a small extent. This game is meant to give the player mixed feelings. However, there is no blood in the gameplay

Character – 

  • Feather (Warrior)- Originally an assayer (determines the amount of gold or silver to go into coins), wielding swords or axes. Ironic to his fighting style, Feather is a character who prefers to not fight against those effect by the plague, which is shown in dialogue within the game. His motive is to hopefully find his family safe and well, after moving to the other side of London for his job.
  • Myra (Rogue)- An archil Maker (makes violet dye for lichens), wielding bows, guns or even spears. Having a steady hand and keen eye in combat, she is seen as the most observant character of the group. Their motive spawns out of anger after seeing many being affected by the plague and wanting to put a stop to the chaos, which is shown with her being rather direct or aggressive in dialogue.
  • Dr White (Healer)- A medical doctor as shown by their name, wielding a sceptre. Is rather anonymous and private about their life before the outbreak, not even their gender is known due to them seeming so introvert. Their goal is to, of course, stop the plague but only because doctors being given a reputation as people believe doctors could’ve prevented the outbreak, also from rumours that doctors starting the plague.
  • Lent (Brute)- A miner with large physique, typically wielding double handed weapons such as long axes and broad swords. Considered the large and slow-witted member of the group. Lent is a loud and courageous character who attempts to take on any challenge he faces however it doesn’t mean he could start trouble.  His motive is to simply”be a hero”, he takes most of the chaos lightly as he still continues to joke around with the group.

Further details – As darkly themed the game is made out to be, there is some light-hearted comedy as so the game isn’t continuously glum and or dull with the same atmosphere. The comedy is seen within the in-game dialogue between character or even descriptions of areas, places or items.

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