A downloadable game

Traitors at Tea Time

Game Design

Concept statement

A multiplayer mystery and combat game where evil witches have infiltrated a princess tea party. Players will have to use detective work, combat skills, and earned upgrades to identify and eliminate the witches from the party.

Genre

Social mystery party combat

Target audience

Players of FPS games, Mature audience, All genders. Ideally support for people with motion sickness.

Unique Selling Points

Mainly female cast, it's a princess action game. Main selling point is the crazy social interactions that will naturally occur.

Player Experience and Game POV

Players experience the game in first person or third person as a princess or witch. The princesses experience a lovely social tea party and have to complete princess activities to gain upgrades for the current or next round. As a witch, players will have access to dark magic that will grant them a power fantasy as they cleverly plan out their acts of betrayal against the princesses, careful to not let their guard down and be taken out.

Visual and Audio Style

PSX style models with colorful vibrant princess colors against the background of an elegant castle.

Game World Fiction

Briefly describe the game world and any narrative in player-relevant terms (as presented to the player).

Monetization

Game will be free to play so that players can easily convince their friends to download and join. This will make up for the lack of dedicated servers and instead allow players to host servers locally. Perhaps in the future I can add purchasable cosmetics if players want to support the game.

Platform(s), Technology, and Scope (brief)

3D game for PC using the Godot Engine. As a team of one, a basic playable game should hopefully be achievable in the next four weeks.

Risks:

  • Networking issues (preserving the scene tree)
  • Takes me a long time to produce art 
    • planning on leveraging AI tools that I can remix off of
  • On travel for a couple weeks so I will have limited time to develop
  • Lack of playtesters

Core Loops

Princess Game Loop:

  • Run around the castle, equipping weapons and collecting items
  • Complete challenges
  • Avoid being killed by witches, detect and kill the witches

Witch Game Loop:

  • Find and equip weapons and items
  • Blend in with princesses
  • Use your magic to trap and kill princesses

I hope to see emergent social gameplay as princesses work together to complete challenges that will reward them with combat upgrades and fun items that they can use for the rest of that round.

Objectives and Progression

How does the player move through the game, literally and figuratively, from tutorial to end? What are their short-term and long-term goals (explicit or implicit)? How do these support the game concept, style, and Player-fantasy?

Movement is slower to emphasize the reality and weight of the world, however with certain power-ups and items movement can become faster and more elegant, with wall running and sliding becoming available.

Princess’ short term goals are to complete challenges in the castle to gain upgrades. Long term goals are to uncover who are witches and eliminate them.

Witch’s short term goals are to gather resources and isolate princesses until they feel comfortable enough to take them out. Long term goals are to eliminate all of the princesses before time runs out.

Game Systems

  • Traitor/Innocent system
  • Health and Combat System
  • Witch magic system
  • Game management and time system
  • Interaction and items system
  • Challenges system

Minimum Viable Product

  • Players connect
  • Round starts, roles are assigned
  • Players engage in combat
  • Round ends, decides winner, respawn everyone
  • Repeat

What is the player doing moment-by-moment? How does the player move through the world? How does physics/combat/etc. work? A clear, professional-looking sketch of the primary game UX is helpful.

Concept Art

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