Stasis Master Design Doc v0.1

Working Title:Stasis Master
Genre:Puzzle
Platform:Flash
Timeframe:<1 Monthe
Developement Stage:Late Concept


The Pitch:

Limited fuel, limited oxygen, and a ruptured fuel tank that's going to explode unless you get it locked into a stasis field. Think your up to it?


Target Audience:

I imagine the people who will really be interested in this are the people who enjoy puzzle games. It is being made because I have a very large amount of tech which I created for the my space shooter, and I think I can make a fun little puzzle game with it.


Gameplay Overview:

The player assumes the role of a Hazardous and Explosive Materials(HEM) Technician working in a space station. The job of a HEM tech is to contain any potentially dangerous materials that get loose in or near his station. He does this by placing small stasis generators around the mess in order to create a stasis field completely enclosing the offending materials.

Victory:
The player completes a level by placing a string of stasis generators around the objective. When the last generator in the string is placed a stasis field will be created. If all of objective is within the field, the player is victorious. If some of the objective is sticking out of the field then the field collapses and the player has to restart it's creation.

A successfully completed stasis field


Stasis generator placement:
With the exception of the first stasis generator in a string, all generators must be placed within the range of either the first or last generator in the string. If while placing the string, the player accidentally allows the string to cross back over itself, or over the objective, the string will collapse and the player will have to start placement over.

The green circles represent the HUD element for the range of the first and last generators on this string.


In this image the player has placed a generator so that the string crosses over the objective. This will cause the entire string to collapse.


Movement:
The player uses two forms of propulsion to get around the map. The first is a simple booster pack mounted on the players back. This allows the player to fly forward and rotate to the left and right. While turning left and right do not consume fuel, flying forward will rather quickly consume the player's limited fuel supply. If at any point the player runs completely out of fuel they will lose and be forced to restart the level.

Example fuel HUD element

The second form of propulsion available to the player is their own muscle power. If the player is standing on a solid surface they will be able to push forward off of it. However in order to land successfully on a surface the player's feet mush be perpendicular to it when he comes in contact with the surface. If the player isn't perpendicular to the surface, he will simply ricochet off it and lose a small amount of fuel.

Example of a good landing


Example of a bad landing

Oxygen:
Oxygen is a concept that may or may not make it into the final product. It is essentially just a level timer that forces the player to complete the objective within a certain time limit.


Fun Factor:

The challenge of planning your route to the objective and executing before you run out of fuel or oxygen is ideally what will make this a challenging and fun game. I think the player will get a sense of satisfaction of successfully landing on a rotating beam or positioning themselves just right to place that last generator and complete the stasis field.