Game Development | Task 1 : Game Design Document

24/04/2025 - 22/05/2025 (Week 1 - Week 5)
Yong Xiao Tong / 0368290
Game Development / Bachelor of Design (Honours) in Creative Media 
Task 1: Game Design Document


Instruction



Game Design Document

Game Concept & Purpose
Our game is a side-scrolling stealth platformer set entirely at night, where players take on the role of Aura, a curious black cat who uses the power of moonlight to navigate through dangerous environments.

We were heavily inspired by atmospheric games like Limbo, especially in how they blend mood, mystery, and minimalism. So, we focused on a mix of exploration, light manipulation, and environmental storytelling to bring our world to life.

Story & Narrative
Aura’s journey begins with a simple, innocent chase. She’s a small black cat who lives peacefully at the edge of a forest. One night, she sees glowing fireflies and, drawn by curiosity, follows them too far into the city. Before she knows it, she's lost—caught between urban streets and unfamiliar wild fields.

As players guide Aura through dark alleys, over rooftops, and back into nature, they’ll uncover small clues that tell her story. We’re using the environment itself to hint at her past, her emotions, and her goal: to survive the night and find her way back home.

Target Audience
We designed the game with a few audiences in mind:
  • Primary: Kids aged 4–12 who enjoy gentle exploration and cute characters.
  • Secondary: Casual players who appreciate mood-driven, stealth-based indie games.
The game gradually progresses from shadowy city streets to the peaceful, windy fields near Aura’s home.

Game Mechanics
To make the stealth and exploration engaging, we implemented a few core mechanics:
  • Movement: Aura can move left/right, jump, roll, and climb.
  • Moonlight Boost: A special ability that helps her reach distant platforms or escape danger.
  • Stealth Interactions: Players use light to reveal hidden paths or hide in shadows. Enemies respond to light, sound, and movement, so careful timing is everything.
We focused on letting the player feel like a cat—nimble, quiet, but always a bit vulnerable.

Controls
The controls are simple and intuitive:
  • Arrow Keys: Move / Climb
  • Space: Jump
  • Shift: Roll / Dodge
  • Enter: Interact with objects
We kept the layout minimal to ensure the experience is accessible for younger players while still offering depth for others.

Setting & Atmosphere
The world is set entirely at night, in a present-day environment. We move through urban alleys, quiet parks, and windswept fields, all illuminated by soft moonlight.

Our visual style uses minimalist vector illustrations, strong contrast between light and shadow, and subtle animations to bring the world to life. The atmosphere is intentionally quiet and mysterious, encouraging players to observe, explore, and think.

Game Loop
So how does a typical level play out?
  • You begin in a dark area, unsure where to go.
  • You search for safe, lit paths using moonlight.
  • You avoid or distract enemies using stealth and smart movement.
  • You make your way through the level, getting closer to home.
Each playthrough can be slightly different depending on how players handle enemies and explore. The game can also be replayed to beat your previous completion time—a fun extra for competitive or curious players.

Balancing & Progression
The difficulty increases gradually across levels:
  • Level 1 & 2 teach the basics: movement, stealth, and avoiding patrols.
  • Level 3 introduces more natural hiding elements like tall grass and enemy types like owls.
  • Level 4 combines everything in one final challenge with all enemy types.
To keep things fair, Aura has three lives in each level. The early stages act as soft tutorials, giving players room to learn before things get tough.

Level Design Breakdown

Characters & Entities
  • Aura – The Protagonist
    Aura is the core of the game. She’s curious, brave, and expressive, even without dialogue. Her animations and sound effects help players connect with her journey. As the game progresses, she gains more abilities and grows in confidence.

  • Enemies
    1. Humans: Patrol with flashlights and limited vision. Basic but dangerous.
    2. Dogs: Fast and reactive, they can hear Aura’s movement.
    3. Owls: Patrol from above with a visible vision cone, detecting movement.
NPCs & Environmental Storytelling
We added subtle narrative elements through the environment. For example:
Fireflies act as guides, leading Aura toward safety.

Background Music
The background music features soft piano melodies to create a calm, mysterious atmosphere. 


Final Presentation Slide
Game Design Document


Reflection

At the start of the project, we brainstormed many different ideas. Eventually, we decided to create a game that felt gentle, atmospheric, and emotionally engaging. That’s when the concept of Aura, a lost cat navigating the night using moonlight, came to life. Once we had that core idea, everything else, from gameplay to visuals, started to fall into place naturally.

This direction allowed us to focus on storytelling through the environment, subtle mechanics, and sound. Overall, developing Aura's journey showed me how simple actions, combined with thoughtful design, can create a strong emotional connection with players. It also taught me the importance of balancing gameplay and tone, especially when designing for a younger audience.


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