This is the final game design document for Team Bullet Time. In this document we will be discussing the features and selling points of our game, Slowdown Showdown.
Slowdown Showdown is an exhilarating 2D shooter from the team of Nathan and Brandon. Featuring a prominent time manipulation mechanic, Slow Down Showdown combines bullet hell action with strategic movement. There are currently no shooting games featuring a 2D wild west setting and time manipulation.
Our main game mechanic is linking the players movement to the speed of the game. When the player is not moving the game time slows down. When the player moves, the time returns to normal. The player is able to move and shoot.
As the players learn the game and their grasp of the mechanics, the enemies will become more difficult, to ensure that the game doesn't become too difficult or too boring.
Our main Aesthetic is challenge. Our entire gameās design is based on giving the player a challenge. Another aesthetic featured in our game is fantasy. The player takes control of a character in a fantasy wild west setting.
Working time slowing mechanic
Health bars for character and enemies
Cutscenes to relay the story
Boss level with unique boss enemy
Almost 200 events and nearly 50 hand-made sprites
2.5D western shooter combining bullet hell mechanics and time manipulation
Unnamed playable character. Wields a six shot revolver.
The protagonistās old partner. He took your prize, left you for dead, and took control of the town.
These are all the minions of your old partner. They are the main enemy seen in each level.
The player will advance through three levels in different regions. The difficulty will increase with each level and a new gatling gun enemy is shown in the second level. The boss level is at end of the game, where the player must face off against a difficult boss which will test how well the player has mastered the gameās mechanics.
Our plans for the future would to be add more interaction between the player and the world, as well as make more diverse level designs. We also had some plans that were not acted on for more enemy types due to time constraints, such as a train or men on horses.