Game design document
May 13, 2026
1. High‑level concept
Working title: Hell Magus
Genre: Single‑player, dark fantasy action RPG (isometric, Diablo‑like)
Core fantasy: You are a lone sorcerer descending beneath a cursed town into crypts, catacombs, and hellish depths, wielding forbidden magic to purge an ancient evil.
Elevator pitch: A grim, replayable, Diablo‑1‑style ARPG focused on a single flexible sorcerer class, fully random dungeons, and brutal combat, with a single town hub and a 10‑level descent themed as Crypt, Catacombs, and Hell.
2. Design pillars
- Replayable dark descent
- One town hub, one main dungeon, fully random levels each run, encouraging multiple playthroughs with different builds.
- Single‑class, multi‑build sorcerer
- Only one playable class (sorcerer/magus), but multiple viable builds via stats, spell schools, and magical equipment.
- Oppressive, 18+ atmosphere
- Grim, gory, low‑res isometric visuals, ambient drones, and unsettling soundscape.
- Simple structure, deep optimization
- Short, understandable structure (hub + 10 levels), but plenty of room to optimize builds and routes over multiple playthroughs.
3. Target experience
- Platform: PC only.
- Engine: Godot 4.x, 2D isometric using tilemaps and sprites.
- Controls: Mouse for movement and targeting; keyboard hotkeys for spells and UI.
- Session: 3–4 hours for a first complete run; shorter on subsequent runs.
- Performance: Target 120 FPS at up to 2K resolution; no networking.
4. Core gameplay loop
- Start in the town hub as the sorcerer.
- Visit NPCs to buy gear, heal, and receive main‑line and a few side quests.
- Enter the dungeon from town and descend through fully random levels.
- Fight enemies, gain XP, collect gold, spells, and magical equipment.
- Spend level‑up stat points to refine build and adapt to drops.
- Periodically return to town to sell loot, restock potions, and progress quests.
- Reach and defeat key bosses on deeper levels, culminating in the final Hell boss.
- Finish the main quest line and unlock the option to replay with new builds.
5. Setting and tone
World
- Town: A single, small, ruined settlement built around a cursed cathedral.
- Dungeon:
- Level 1–3: Crypt (stone tombs, sarcophagi, dim torchlight).
- Level 4–7: Catacombs (narrow corridors, mass graves, blood altars).
- Level 8–10: Hell (organic flesh architecture, lava, grotesque imagery).
Tone and rating
- Tone: Grim, oppressive, bleak; focus on dread and unease rather than heroism.
- Visual style: Pre‑rendered low‑res 2D sprites in an isometric view, inspired by late‑90s isometric games like Diablo.
- Content: Gory deaths, disturbing enemy designs, occult rituals → aimed at 18+ audience.
6. Player character
Sorcerer (Magus)
- Role: The only playable character; flexible caster who can lean into different spell schools and stat distributions.
- Fantasy: Scholar of forbidden magic, channeling hellish powers and arcane knowledge.
Base stats
Classic quartet + derivatives:
- Strength (STR): Affects physical damage, carry capacity (if used) and some magical weapon scaling.
- Dexterity (DEX): Affects hit chance, dodge/avoidance, and some projectile spells.
- Intelligence (INT): Main spell power stat; boosts spell damage and mana pool.
- Vitality (VIT): Increases maximum health and resistances.
Derived:
- Max HP (from VIT).
- Max Mana (from INT).
- Attack Power (mix of STR/INT depending on weapon).
- Defense / Evasion (from DEX/VIT + gear).
Progression
- Level ups:
- Gain XP from kills and quests.
- On level up: fixed HP/Mana gains and a pool of stat points to distribute freely.
- Build variety:
- INT‑heavy glass cannon caster.
- STR/INT mix for battle‑mage style (using melee‑oriented magical weapons).
- DEX‑leaning spell‑slinger focusing on mobility and projectiles.
7. Magic and spell system
Spell schools
Spells are organized into schools; schools matter mechanically (resistances, synergies):
- Fire: High damage, burn over time, often area‑of‑effect; some enemies resist or are weak to fire.
- Frost: Control and debuffs (slows, chills), lower raw damage but strong utility.
- Arcane: Pure magical force; versatile, mixed damage, utility (e.g. teleports later).
- Blood: Risk‑reward spells using health costs, life‑steal, curses.
General rules:
- Spells can have tags (School, Target type, Shape) used by mechanics and items.
- Enemies can have resistances/weaknesses by school (e.g. demons more resistant to fire, weaker to frost).
Spell count
- MVP: 3 core spells (one per main role: single‑target nuke, AoE, control).
- Full game: ~10 spells total (spread across schools, plus possibly general spells).
Example MVP spell trio (for design reference):
- Arcane Bolt (single target, low cost, main filler).
- Fire Nova (short‑range AoE blast with burn).
- Frost Grasp (single‑target or small AoE slow/root).
8. Weapons, armor, and items
Magical weapons
- All weapons are magical (no mundane gear).
- Weapon types might include: wands, staves, orbs, spellbooks.
- Each weapon can have:
- Base stats (damage, attack speed, school alignment).
- On‑hit procs (e.g. chance to cast a small fire blast).
- On‑use abilities (e.g. charge attack that consumes mana or has a cooldown).
Armor
- Cloth armor only, with visible sub‑types:
- Robes (generalist).
- Cloaks (mobility/evasion).
- Ritual garments (glass cannon spell‑power focus).
- Provide:
- Defense, resistances, and school‑based bonuses (e.g. “+Fire Damage”, “+Blood spell life‑steal”).
Other items
- Rings, amulets, belts for additional magical properties.
- Potions:
- Health potions (instant / over time).
- Mana potions.
Item rarity
Even if simplified for MVP:
- Normal → Magic → Rare → (Unique / Legendary) framework.
- Higher rarity = more affixes, stronger effects, unusual on‑hit/on‑use abilities.
Economy
- Single currency: gold.
- Uses:
- Buying weapons, armor, accessories, and potions from town vendors.
- Possibly paying for healing or other services.
9. Enemies and bosses
Families
- Undead: Skeletons, zombies, wraiths in Crypt/Catacombs.
- Cultists: Human or near‑human foes, sometimes spellcasters.
- Demons: Hell creatures in deeper levels.
Basics
- Behaviors: Basic melee, basic ranged, simple kiting; no complex AI in v1.
- Difficulty progression:
- New enemy types with unique stat profiles and simple mechanics as you go deeper.
- Stat scaling on deeper levels (more HP, more damage, faster).
Bosses
- A few key bosses:
- 1 miniboss in Crypt.
- 1 major boss in Catacombs.
- Final boss in Hell (Diablo‑like encounter).
- Boss fights emphasize positioning and spell use rather than complex scripted phases.
10. Town hub and NPCs
Town functions
- Shop:
- Buy/sell magical weapons, cloth armor, accessories, potions.
- Healer/Temple:
- Heal HP and cure curses/debuffs.
- Quest giver:
- Provides main quest line and some small side quests.
- Storage:
- Stash for extra items between runs / visits.
Structure
- Single town map (small but detailed), accessed at game start and between dungeon runs, similar to Tristram’s role in Diablo 1.
Dialogue and story
- Dialogue: Short, atmospheric lines only; minimal branching.
- Story: Linear main quest (descend and defeat the source of corruption) plus a few side quests for flavor and rewards.
- Focus on mood and lore hints rather than deep character arcs.
11. Dungeon structure and DRLG
Layout
- One continuous dungeon under the town:
- Levels 1–3: Crypt.
- Levels 4–7: Catacombs.
- Levels 8–10: Hell.
- Each level generated procedurally using DRLG‑style rules:
- Room and corridor templates per theme.
- Spawn tables for enemies and items per depth.
- Special rooms (shrine rooms, sacrificial chambers, etc.) as set‑piece patterns.
Progression
- Player always enters from town at level 1 for a new run.
- Stairs/portals connect levels; reaching deeper levels increases difficulty and loot.
- Most quests are optional; progression requires only finding and taking stairs down (and eventually defeating the final boss), echoing Diablo’s simple progression rules.
12. Death, saving, and difficulty
Death
- Death ends the current attempt and returns to main menu.
- Player can reload last manual save (town or dungeon) like Diablo 1’s save system.
Saving
- Classic single‑save ARPG:
- One save slot per character (single character anyway).
- Player can save in town and in dungeon; loading restores state to that save.
Difficulty
- Base game ships with one difficulty: Normal.
- Replay value comes from different builds, DRLG variation, and self‑imposed challenges.
13. Systems out of scope for MVP
Deferred to post‑MVP:
- Crafting, enchanting, item upgrading.
- Talent trees beyond basic stat allocation.
- Multiple difficulties (Nightmare/Hell equivalents).
- Complex dialogue trees and branching storylines.
- Advanced AI behaviors (summoners, resurrection, etc.).
- Meta‑progression between runs.
14. Technical specification
- Engine: Godot 4.6.x (GDScript).
- Rendering:
- 2D isometric; pre‑rendered 3D models to sprites, plus hand‑touched art.
- Tilemaps for floor/walls; separate layers for props and occluders.
- Input:
- Mouse: click‑to‑move, click‑to‑target.
- Keyboard: spell hotkeys (1–5), inventory, character sheet, menu.
- Performance:
- Target 120 FPS at up to 2K resolution on mid‑range hardware.
- Networking:
- None (no multiplayer).
15. Production and scope notes
- Assets:
- Mix of self‑made pre‑rendered models/sprites and some purchased or free licensed assets (music, SFX, or art packs where appropriate).
- Priorities:
- Replayability (builds + DRLG).
- Atmosphere/visuals (dark, gory, oppressive).
- Story (simple but coherent).
- Systems depth (iterated over time).
16. MVP definition
MVP should deliver:
- One sorcerer class with stat progression and 3 functional spells.
- Full loop: town hub → random dungeon → final boss → ending → credits.
- 10 levels across the three themes, even if early art is placeholder.
- Core systems: movement, combat, spells, loot, inventory, basic quests, saving/loading, town functions.
- Atmosphere sufficient to communicate the dark fantasy tone even with prototype assets.
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