GDD LVL 2 - The Scorched Plain

2025-09-03 12:13

STATUS: #seed

TAGS: game mechanics, gameplay, hazards, level 2

GDD LVL 2

1. Level Overview

Title: World of Feeñ
Genre: Atmospheric survival platformer / narrative runner

Platform: Mobile/Exploratory side scoller

Core Concept: Play as Feeñ, a glowing spirit seed within a water drop, navigating a scorched plain, formerly part of the forest, while having to balance exposure to sunlight which leads to evaporation as well as the sprouting of a vine, an ability which lets him grab, touch, and fight from a distance as well as overcome obstacles and transform corrupted Mabou. The goal is to traverse the plain using the shade of clouds, solitary trees that survived the logging, and the refuge of small groves to replenish energy. There, Feeñ finds some of his memories, learns how to access the spirit zone, and saves the species that are trapped on these serene islands. But the groves can lull the player into a dangerous sense of security because eventually they fall victim to the destruction and Feeñ is back in the harsh reality of the scorched plain.

When he reaches the swamp, clouds have gathered, it starts raining and the cliffhanger for Level 3 is the beginning of a thunderstorm with the lightning and an initial view of the swamp.

Estimated Playtime: 5-10 minutes

Replayability Features:

Character:


2. Narrative & World

Setting: Scorched plain littered with tree trunks, cracked, dried out soil, burning sun with few clouds in the sky, machines logging in the distance, solitary standing trees strewn across the landscape, small, intact, peaceful groves for replenishment which also feature isolated intact mycelium networks (save zones). Smoldering but contained fires from slash-and-burn.

Tone: Cinematic, surreal, somewhat peaceful and exploratory but with the constant threat of heat and sun—feels hectic when having to get over sun-exposed patches, and peacful when reaching a grove.

Storytelling Style: Environmental storytelling, inner monologue in “safe zones,” visual memory flashes

Structure/Narrative progression: Emerging from the forest shadow → Realizing scale of destruction → Introduced to vulnerability to sunlight → Introduced to spirit jaegers → Dodging hazards → Saving species → Exploring groves (Memory triggers/Cut scenes) → Reaching the swamp (cliffhanger)

Theme Integration:

3. Gameplay

Core Loop: Dodge hazards → Transform corrupted Mabou → Save endangered species → Enter calm zone (groves) for story fragments/collectibles/puzzles → Escape again

Player Actions: Roll, dodge, jump, deform, shoot vine

Game feel:

On the scorched plain:

In the groves

Hazards:

  1. Burning sun/Evaporation hazard
  2. Erosion (Canyon)
  3. Corrupted Mabou
  4. Harvesters (logging machines)
  5. Whirlwinds/tornadoes

Multiple Endings: Player choices lead to different story outcomes.
Animals can drink Feeñ and can then be possessed by Feeñ.
Level 2 transitions into moon-lit night - Introduction to "Moontime" (slower "under water" feel movement)

Control Scheme: Swiping, holding, tapping, pressure-holding (Feels like pulling and shooting a bow?)

Difficulty Scaling: Non-linear scaling difficulty

(add Narrative-Based Scaling in coming levels - difficulty scales based on decisions taken)

Game Over Conditions: Loss of all collected seeds/animals/abilities
If the player fails, the water drop loses form and disintegrates into a puddle with the seed lying in it. If touched by fire, the drop shrinks and if it evaporates completely, the seed burns to dust. Player restarts at the beginning of the level. The player can fail as often as they want.

Condition Value Variation / Narrative Integration
Sunburn Timing, balanced action, awareness Feeñs protective water shield becomes smaller the longer he's exposed to sunlight while the vine grows longer. Once the water is gone, the seed burns, and the player returns to the last saving point.
Erosion (Canyon) Timing and awareness The earth cracks and crumbles, a canyon opens up. Feeñ simply falls into it, and returns to save point.
Corrupted Mabou Teaches Fighting skills For Level 2, if overwhelmed by the Mabou, Feeñs water drop becomes murky and his abilities are being reduced (slower, can't jump as high, shorter vine or no vine usage at all) until he can cleanse in one of the groves. If Feeñ wins, the Mabou is restored and begins to restore the ecosystem on a small scale.
Whirlwinds/tornadoes Teaches listening to audio cues If Feeñ doesn't find shelter before the wind comes, he is blown back in the level and might be blown into obstacles (i.e Erosion Canyons) and die - back to last save point.
Spirit energy depletion (from overusing shift) Introduces resource management and limitation Forces to stay in Earth Zone/no access to spirit zone. In spirit zone, the hazards are depicted like "shadows". They remove color and life from the spirit zone. Feeñ loses much less energy when flying into the colorless blots than when directly exposed to the hazards in the Earth dimension. The energy flow (glowing moving particles) through the mycelium stops and the energy booster mushrooms can't be found by player.

Checkpoints/Save System: Automatic save at checkpoints (Groves/Flashbacks)

4. Zones/Levels

Safe Zones: Peaceful memory-space (5–10 sec), acts as a checkpoint and storytelling moment

Spirit Zone:
Visual: Glow and psychedelic color effect/double exposure
Slower movement
Plant communication is visible through color and mycelium
See phytoncides as glowing mist
In spirit zone, the hazards are depicted like "shadows" or rather like "phantom energy".

5. Skills & Abilities

Biomass collection:

The Vine:

Spirit Shift / Zone Shift:
Shift between Earth Zone and Spirit Zone
Uses energy bar—when depleted, player returns to Earth Zone
Used to dodge obstacles or escape danger

Mycelium Network:
Trails Feeñ’s movement underground
Surfaces as glowing mushrooms, grants energy boost, need to be found by player

Moral mechanic:

  1. Share energy with fleeing animals or save it for yourself (by touching it, getting close to it)

Rebirth (?):
Upon “death,” Feeñ transforms into a weaker or contextually hindered form
Could be introduced as a Level 2 mechanic

Time Mechanics:

Spirit zone has slower movement than earth zone
Different gravity feel

Condition Why it fits Feeñ Variation / Narrative Integration
🌀 Falling into a corruption hole (erosion pit) Represents nature collapsing due to destruction Could trigger a temporary banishment to the Spirit Zone rather than a hard fail
🌊 Being swept away by a flood without anchoring Emphasizes environment-reactivity Leads to a reset point with a memory fragment
🐾 Getting killed in an animal form (by hunter or predator) Connects risk to the mechanic of possession Instead of full Game Over, returns you to Feeñ form and disables possession for a time
☀️ Evaporating in the sun outside of shadows Reinforces mechanics of hiding/moving between safe zones Symbolic and thematic—used as an emotional loss trigger
Whirlwinds/tornadoes

6. Mechanics

Survival Tools:
Energy/Stamina bar (for shifting or force field)

Upgrade or Progression System
The vine


7. Visual & Audio Style

Art Style: Misty, soft-edge layered parallax, vibrant bioluminescence

Feeñ Design: Glowing Seed Drop

Audio:
Dynamic ambiance (calm → chaos → calm)
Subtle music that reflects time of day or zone

Text-based Monologue
UI/UX Design (?)
Color Palette & Mood Boards (?)


8. Technical/Development

Engine: Unity (suggested)

Format: 2D with dynamic layering

Performance Targets (?)

Localization Plans (?)

Input & Accessibility Features (?)


9. Environment & Obstacles

Human-made:

Oil puddles (slip, DoT if burning)

Circular saws, workers, machines, flame throwers

Natural:

Falling trees

Toxins (gas/chemicals/visual distortion)

fire

Spirit Zone Dangers: Getting in contact with the grey, colorless blotches


10. Side Quests & Moral Choices

Spirit Animal Quests:

Optional encounters

Tasks like saving endangered species or rescuing seeds

Mycelium Sharing Dilemma:

Share energy with fleeing animals or keep it for survival


11. Development Needs

Programmer: Core mechanics, zone shifting, hazards, AI

Artist: Visual transitions, glowing effects, destruction layering

Sound Designer: Dynamic chaos/calm transitions, environmental design

Team Roles & Assignments (?)


12. Production Plan

Prototype: Zone shift, possession, safe zone loop

Alpha: All mechanics and level transitions

Beta: Storytelling, voice/text monologues, polishing

Final: Testing, UX/UI, localization

Budget & Funding Strategy (?)

Marketing Plan (?)

Playtesting & QA Plan (?)

First Level Timeline:

Time Segment Name What Happens Purpose
0:00–1:00
1:00–2:00
2:00–2:30
2:30–3:30
3:30–4:00
4:00–4:30
4:30–5:30
5:30–6:30
6:30-7:00

REFERENCES