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:
- Moral / Ethical Choices: Outcomes differ depending on selfish vs. selfless choices
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:
- Interconnection/Interdependence of all life
- Environmental destruction
- Spiritual connection/disconnection
- Choice & consequence (Save a seed)
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:
- To dodge the multiple hazards that might coincide needs skill, timing and sometimes patience
- The sense of momentum; accelerating from a standstill takes time, but reaching maximum velocity feels exhilarating and smooth
- Speed is both a reward and a challenge: successfully navigating the terrain at a fast pace feels satisfying, but the game often punishes reckless speed with hidden traps or sudden hazards, creating a tension between “going fast” and careful observation
- rolling, spin dashing, jumping—fuels the sense of kinetic energy and allows skilled players to string together runs with outstanding fluidity
In the groves
- Contemplative, emotionally evocative, and visually immersive
- Exploratory: New abilities can be tested in temporary peace (until grove gets destroyed)
- Story beads and memory drops create a sense of calm and provide background information
Hazards:
- Burning sun/Evaporation hazard
- Erosion (Canyon)
- Corrupted Mabou
- Harvesters (logging machines)
- 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
- Difficulty on scorched plain:
- Rate increases as the player advances. Might include gradually introducing hazards/enemies, faster obstacle timings, or higher environmental risk (i.e. narrowing platforms or less margin for error)
- Difficulty in groves:
- Time limits or environmental hazards escalate (fire spreading, machines encroaching, toxic gas killing off the leaves/turning brown), either at a fixed rate or in response to specific player actions.
- Rewards for quick action or penalties for overstaying, balancing the tension between exploration and survival.
- Occasionally adaptive difficulty, where the zone decays faster for players who are doing well or lingers longer if players have struggled recently, to maintain consistent flow
(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:
- Floating Seeds (Like dandelion)
- Seeds on the ground
- Possibly animals/especially Insects
The Vine:
- Grab or touch things from the distance
- Swing or pull up on trees, overcome canyons or move up steep walls
- Fight enemies, transform Mabous
- Anchoring in flowing water or ground during storm
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:
- 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 |