Charmed GDD
Charmed GDD
Charmed GDD
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Lemonade Games Charmed! Game Design Document
Contents
Overview....................................................................4
Features....................................................................4
Setting.......................................................................4
Narrative...................................................................4
Characters.................................................................5
Player:.......................................................................5
Enemies: Bipedal......................................................6
Enemies: Snakes......................................................7
Enemies: Sirens........................................................8
Enemies: Birds..........................................................9
Charm System.........................................................10
Charms:..................................................................10
Controls...................................................................12
Combat:.....................................................................12
Hit Detection...........................................................12
Combos..................................................................12
Mechanics................................................................13
Metrics......................................................................14
Player Metrics:........................................................14
SNAKE METRICS.......................................................15
BIPEDAL METRICS.....................................................16
SIREN METRICS........................................................17
PHOENIX METRICS....................................................18
ABILITY METRICS.......................................................19
Wave Manager.........................................................20
SPAWNING................................................................20
Enemy AI:................................................................21
PATHING...................................................................21
DETECTION...............................................................21
AGGRESSION............................................................21
ABILITIES..................................................................21
Tile System..............................................................21
Tile Streaming.........................................................22
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Lemonade Games Charmed!
Game Design Document
User Interface..........................................................23
Menus....................................................................23
HUD........................................................................23
Game Progression..................................................24
Motivation...............................................................24
Levels.......................................................................25
Level 1 - Streets....................................................25
Level 2 – The Underground.................................25
Level 3 - Rooftops................................................25
Final Boss..............................................................25
Design Pipeline.......................................................26
Sound Effects..........................................................27
Voice Lines..............................................................28
Residential Neighborhood:.....................................30
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Lemonade Games Charmed! Game Design Document
Overview
Charmed! is a third person waved-based hack-n-slash set in the nighttime streets of a city. The
player defeats enemies and gains their attacks, combining them in unique and novel ways to
build a variety of playstyles. The player traverses various parts city while destroying
progressively denser and stronger waves of monsters.
Features
FAST-PACED MELEE AND RANGED COMBAT
A DIVERSE ARRAY OF ABILITIES THAT CAN BE USED TO CREATE IMPACTFUL COMBOS
EXPLORE WIDE SPACES AND TIGHT PASSAGES WHILE JUMPING THROUGH THE CITY
Setting
Set in a dense urban city in year 2020, an army of monsters have materialized and are laying
waste to the streets. The city is in shambles. Car pileups, fire, and debris litter the streets. All
the storefronts have been abandoned as citizens take shelter in their homes while an ominous
and dense haze overtakes the streets.
Narrative
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Characters
Player:
Name: Felicity
Age: 13
Height: 1.5m
Combat:
- Kick
- Charm Magic
Movement:
- Dash
- Wall Bounce
- Double Jump
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Enemies: Bipedal
Name: Brute
Tier: 1
Height: 2.2m
Combat:
- Arm Shards
Movement:
- Run
Description:
Lumbering movements with powerful
slow swipes of his arm shards.
Name: Ram
Tier: 2
Height: 2.5m
Combat:
- Arm Shards
- Ram
Movement:
- Run
- Charge
Description:
Steady movements, quick swipes of his
arm shards, and choreographed charge
forward.
Name: Aster
Tier: 3
Height: 3m
Combat:
- Arm Shards
- AoE Slam
- Ram
Movement:
- Sprint
- Charge
- Jump
Description:
Agile movements, quick swipes of his
arm shards, choreographed charge
forward, and small leap into ground slam.
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Enemies: Snakes
Name: Racer
Tier: 1
Height: .75m
Combat:
- Bite
Movement:
- Slither
- Lunge
Description:
Name: Colub
Tier: 2
Height: 1m
Combat:
- Bite
- Spit
Movement:
- Slither
- Lunge
Description:
Name: Tai
Tier: 3
Height: 1.5m
Combat:
- Bite (DoT)
- Spit
Movement:
- Slither
- Lunge
Description
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Enemies: Sirens
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Name: Harctic
Tier: 1
Height:
Combat:
Screech
Buff:
Increase enemy movement speed 1.5x
Movement:
Float
Description:
Rears back head and projects rings
forward in a lurching motion, buffing
enemies
Name: Genera
Tier: 2
Height:
Combat:
Screech
Buff:
Regen 5% missing health per second for
4 seconds
Movement:
Float
Description:
Rears back head and projects rings
forward in a lurching motion, buffing
enemies
Name: Celestial
Tier: 3
Height:
Combat:
Screech
Buff:
Enemies attack 1.5x faster for 4 seconds
Movement:
Float
Description:
Rears back head and projects rings
forward in a lurching motion, buffing
enemies
Enemies: Phoenix
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Name: Sparrow
Tier: 1
Height:
Combat:
- Divebomb
Movement:
Fly
Name: Falcon
Tier: 2
Height:
Combat:
- Divebomb
- Ground Sweep
Movement:
Fly
Name: Phoenix
Tier: 3
Height:
Combat:
- Divebomb
- Ground Sweep
Movement:
Fly
Description:
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Charm System
Charms:
Venom
Passive | Dashing into an enemy inflicts poison damage (Initial + DoT)
Ability | Strangle – Ribbon from character’s dress will shoot out as a cable and wrap enemy
+ Strangle can be re-cast to pull player to enemy and deal additional impact damage.
Overheat | 5 uses
Fragment Cost | 1
Cloud
Passive | Player can now double jump
Ability | Overcast – Forms dark cloud over charm bracelet and sends out chain lighting
to targeted enemy.
Overheat | 3 uses
Fragment Cost | 3
Cataclysm
Passive | Player can now kick through breakable environmental pieces
Ability | Shockwave – Slam down your fist creating damaging AoE around the player
Overheat | 2 uses
Fragment Cost | 4
Siren
Passive | Dashing followed by a bounce carries a soundwave in the form of a ring around the player
that hits all enemies in an AoE at the end of the bounce.
Ability | Hertz – A large soundwave is shot out from the player in a 90 degree cone
+ Enemies hit by the wave are interrupted and pulled in front of the player
+ Hertz can be held down prior to casting to increase the damage of the wave
Overheat | 2 uses
Fragment Cost | 6
Avian
Passive | After using Avian the player gains ethereal wings that contribute as a second attack
on each basic attack for 10 seconds.
Ability | Prey – Player steps back gaining Ethereal wings and launches themselves forward
in a rapid corkscrew. Any enemies hit along your directed path will take
damage on tick for the duration.
+ Prey can be used vertically if locked onto an enemy initially
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Overheat | 1 use
Fragment Cost | 10
Overheating
Diminishing return | 60% reduced damage
Overheat duration | Reduces by 1 use every 4 seconds not used
CHARM EXPERIENCE:
+ Charm experience is represented on a menu that can be accessed from the pause or main
+ Charm experience is a method of showing the player their power scaling
+ Each charm has 5 levels
+ Each charm level scales ability damage
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+ Each charm level past 1 attributes its charm’s general VFX to 1 combo move and boosts damage
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Controls
Action Keyboard Inputs Controller Inputs
Move W A S D Left Stick
Camera Mouse Right Stick
Jump Space Bar A Button
Dash/Wall Jump Left Shift B Button
Light Kick Left Mouse Click X Button
Heavy Kick Right Mouse Click Y Button
Target Lock “E” Key Left Trigger
Charm Ability “Q” Key Right Trigger
Cycle Charm Right Scroll Down Right Bumper
Cycle Charm Left Scroll Up Left Bumper
Pause Escape Key Menu Button
Combat:
Hit Detection
The player’s animations use root motion to maintain accurate collisions. Additionally, each leg has a trace
component that relays hit events and can be scaled to the needs of each attack.
Combos
Combos are more powerful attacks executed by stacking basic attack inputs in quick succession. Combos
are determined by an input buffer that requires the full combo input within .75 seconds. Combos are as
follows:
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Mechanics
TARGETING:
When targeting is initiated the closest enemy in proximity is locked, turning the player camera to focus
more on the enemy. Moving the camera while holding target will lock on to the next closest target.
LOCKOUT:
Lockout on enemy engagement for the duration of a combat animation and combo buffer.
If another combat action is not input before the end of animation and combo buffer of the previous
attack, player will not be locked in combat.
Player tracks towards enemy as long as attacks are chained.
Dash cannot cancel animations or be used while locked in combat.
COMBAT DASH:
Player can instantly translate themselves (#)m. Collisions with enemies are disabled while dashing.
Dash can not be executed if the player is in the air. If the player dashes off of a ledge they will arc
downwards rather than proceeding the full distance of the dash in a straight line.
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Metrics
Player Metrics:
Movement Speed 8 m/s Player base movement speed
Jump Velocity 10 m/s Speed of the players vertical
velocity
Dash/Wall Jump Velocity 16 m/s Speed when dashing/jumping off
Base HP 300 a wall
Spit Attack - Distance
Dash/Wall Projectile Damage: 50
8 meters Fired
Theinamount
a line toofplayer position
time the player
moves at the velocity of the
Spit Speed M/S: 20 towards the target
dash/wall jump location
Spit Cooldown
Gravity Scale Seconds:
2.8 2 The scale at which gravity affects
Bite Attack Damage: 75 Strike Player
physics calculations for the
Bite Range Meters: 2 player
Snake lunges forward at player
Base
Bite Health
Cooldown 1000 3
Seconds: The player’s default health
Max HealthSpeed
Movement 2500
8.5 m/s Maximum
Snake Health speed
mob movement
HP Recovery
Gravity Scale Rate 250 HP/s
2.8 The mob
Snake rate at whichscale
gravity the player’s HP
Attack Cooldown 1.5 secs recovers
Time before another attack may
It takes a maximum of 4 seconds
to fully recover the health bar
HP Recovery Cooldown 6 sec The time that must pass without
taking damage before HP begins
to recover
Character Height 150cm Height of the player character
Light Kick - Base Damage: 100 Fast basic attack to thigh
Heavy Kick - Base Damage: 150 Slower basic attack to torso
SNAKE METRICS
Tier31- -Tai
Tier Racer
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Base HP 500
Spit Attack - Projectile Damage: 75 Fired in a line to player position
Spit Speed M/S: 20 Towards the target location
Spit Cooldown Seconds: 2
Bite Attack Damage: 100 Strike Player
Bite Range Meters: 3 Snake lunges forward at player
Bite Cooldown Seconds: 2
Movement Speed 9 m/s Snake mob movement speed
Tier Scale
Gravity 2 - Colub 2.8 Snake mob gravity scale
Attack Cooldown 1.5 secs Time before another attack may
Base HP 750
Spit Attack Damage: 100 Fired in a line to player position
Spit Speed M/S: 20 Towards the target location
Spit Cooldown Seconds: 2
Bite Attack Damage: 125 Lunge towards the enemy
Bite Range Meters: 4
Bite DoT Damage: 25
Bite Cooldown Seconds: 1.5
Duration Seconds: 3
Movement Speed 10 m/s Snake mob movement speed
Gravity Scale 2.8 Snake mob gravity scale
Attack Cooldown 2.5 secs Time before another attack may
be used
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BIPEDAL METRICS
Tier
Base HP 500 1-
Slash Damage: 150 Front facing arm slash
Slash Cooldown Seconds: 3 Lunge towards the enemy
Movement Speed 7 m/s Snake mob movement speed
Gravity Scale 2.8 Snake mob gravity scale
Attack Cooldown Seconds: 3 Time before next attack
Brute
Base HP 750
Slash Damage: 200 Front facing arm slash
Slash Cooldown Seconds: 3
Ram Damage: 250 Line dash, deal damage at end
Ram Range Meters: 8
Ram Cooldown Seconds: 6 Time before next ram used
Movement Speed 8 m/s Snake mob movement speed
Gravity Scale 2.8 Snake mob gravity scale Tier
Attack Cooldown Seconds: 3 Time before next attack 2-
Ram
Base HP 1000
Slash Damage: 250 Front facing arm slash
Slash Cooldown Seconds: 3
Ram Damage: 300 Lunge towards the enemy
Ram Range Meters: 12
Ram Cooldown Seconds: 6
Slam Damage: 350
Slam Radius Meters: 2
Slam Cooldown Seconds: 6
Slam Range Meters: 8 Tier
Movement Speed 9 m/s Snake mob movement speed
Gravity Scale 2.8 Snake mob gravity scale
3-
Attack Cooldown Seconds: 3 Time before next attack
Aster
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SIREN METRICS
Tier
Base HP 550 1-
Screech Damage Damage: 150 Front facing arm slash
Slash Cooldown Seconds: 3 Lunge towards the enemy
Movement Speed 8 m/s Snake mob movement speed
Gravity Scale 2.8 Snake mob gravity scale
Attack Cooldown Seconds: 3 Time before next attack
Harctic
Base HP 700
Screech Damage Damage: 250
Seconds:
Ram Damage: 250
Ram Range Meters: 8
Buff Duration Seconds: 6
Movement Speed 8.5 m/s
Gravity Scale 2.8 Tier
Attack Cooldown Seconds: 3 2-
Genera
Base HP 900
Slash Damage: 250
Slash Cooldown Seconds: 3
Ram Damage: 300
Ram Range Meters: 12
Ram Cooldown Seconds: 6
Slam Damage: 350
Slam Radius Meters: 2
Slam Cooldown Seconds: 6
Slam Range Meters: 8
Movement Speed 9 m/s Tier
Gravity Scale 2.8 3-
Attack Cooldown Seconds: 3
Celestial
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PHOENIX METRICS
Tier
Base HP 500 1-
Slash Damage: 150 Front facing arm slash
Slash Cooldown Seconds: 3 Lunge towards the enemy
Movement Speed 7 m/s Snake mob movement speed
Gravity Scale 2.8 Snake mob gravity scale
Attack Cooldown Seconds: 3 Time before next attack
Brute
Base HP 750
Slash Damage: 200 Front facing arm slash
Slash Cooldown Seconds: 3
Ram Damage: 250 Line dash, deal damage at end
Ram Range Meters: 8
Ram Cooldown Seconds: 6 Time before next ram used
Movement Speed 8 m/s Snake mob movement speed
Gravity Scale 2.8 Snake mob gravity scale Tier
Attack Cooldown Seconds: 3 Time before next attack 2-
Ram
Base HP 1000
Slash Damage: 250 Front facing arm slash
Slash Cooldown Seconds: 3
Ram Damage: 300 Lunge towards the enemy
Ram Range Meters: 12
Ram Cooldown Seconds: 6
Slam Damage: 350
Slam Radius Meters: 2
Slam Cooldown Seconds: 6
Slam Range Meters: 8 Tier
Movement Speed 9.5 m/s Snake mob movement speed
Gravity Scale 2.8 Snake mob gravity scale
3-
Attack Cooldown Seconds: 3 Time before next attack
Aster
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ABILITY METRICS
Attach Damage 100 When ability lands
Pull Damage Damage: 250 Contact made when player is
pulled to enemy
Strangle Range Meters: 8
Time before pull Seconds: 1 Delay given to pull to enemy
Pull Speed M/s: 16 Speed player is pulled to enemy
Strangle
Damage per strike Damage: 300 When ability lands
Number of bounces 4 How many enemies can be hit
Initial cast distance Meters: 8 Distance from player to enemy
Chain distance Meters: 3 Distance from enemy to enemy
Overcast
AoE Damage Damage: 500 Instant damage in AoE
AoE Radius Meters: 4 Radius of shockwave
Knockback Force M/s: 300 Force enemies are pushed back
Shockwave
Hertz
Prey
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Wave Manager
SPAWNING
Enemies appear in preset configurations
of waves (I.e. a snake and two
phoenixes, three bipedals). Wave
Managers operate on a per tile basis and
contain a trigger within their BP to be
placed at the entrance of the tile to begin
the encounter.
ENEMIES
The pool of available enemies can be set
along with their BP. This allows
designers to easily mix in waves of
different enemies to keep players on
their toes. The number of waves can
then be adjusted directly underneath.
SPAWN POINTS
In the spawn points tab designers can
place spawn point BPs in level and
easily add them to the spawn point
array. On trigger, the wave manager will
spawn each enemy per wave at a
random spawn point in the array.
WAVE BARRIERS
On entry to an encounter tile, wave
barriers will appear, locking the player
into a tile’s encounter. These barriers
can be placed in level and assigned to
the Wave Manager by adding the barrier
to the array.
WAVES
The waves tab can be expanded to show
the number of waves. Each number can
be expanded into a list of all the enemies
in the wave. Type and Tier can be
assigned via dropdowns. A checkbox
can also be ticked to override default
fragment amount dropped per enemy.
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Enemy AI:
PATHING
Enemies are programmed to trend towards a set distance away from the player, afterwards attempting to
circle around the player while maintaining an appropriate radius to use one of their attacks. Although
multiple enemies are present at a time, their attacks are restricted as a group to 1 per second. If two or more
enemies of the same type are present, they will attempt to use different attacks and will approach the player
at different distances to accommodate this.
DETECTION
AGGRESSION
ABILITIES
Tile System
Start Tile
The starting tile serves as an anchor to link together paths.
Path Loading
Previously cleared paths are overwritten on return, after completing the alternate path.
Example scenario below:
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Path Clearing
Defeating all enemies in a tile’s wave will clear the tile
Tile Streaming
Wave Barriers
Upon entering a combat tile, a large wall will appear behind the player preventing backtracking. All
other exits from the tile will have blocking walls appear as well. Once all waves of enemies are
defeated all exits except the direction entered from and path boss will be unblocked. If tiles must be
traveled through multiple times, the last combat tile before it is reached will unblock the entrance
wall.
Stream Order
Tiles are streamed in on a per tile basis. Once a tile is entered the player overlaps a trigger box
sized to the tile that streams in the appropriate tiles. All tiles that can be seen within a single tile’s
distance beyond their current tile are streamed in. With this method of streaming wave barriers
should always be hiding the load in via distortion. Only the player can trigger streaming on trigger
overlap. Stream triggers have public variables for up to 4 tiles to be loaded and 2 tiles unloaded.
Tiles set to be unloaded are all tiles existing before the previous tile traversed.
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User Interface
Menus
Start Menu
Pause Menu
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HUD
HEALTH BAR
Located in the top left of the screen, the health bar displays as a horizontal red progress
bar stemming from a crystal heart. The bar flashes when depleted and brightens slightly
when regenerating. When below ¼ health the crystal heart begins to wiggle.
CHARM BRACELET
Located in the top right of the screen is a representation of the charm bracelet worn by Felicity. The
charm bracelet holds icons of all missing and available charms. In the bottom center of the charm
bracelet is the equipped position. Charms can be rotated by the player into the equipped position
where they will be enlarged. Your charm fragment bank can be found in the form of a ring around
whatever charm occupies the equipped position. This ring displays the fragment cost of charms
using line markers to break up the circumference. Once a charm ability is used it will lose its
emissive quality as it reaches the overheat threshold.
Game Progression
The player begins a level with their combat options being the light and heavy kick, and all associated
combos. They traverse through the paths using both normal movement and wall bouncing. They
encounter enemies that spawn in a wave-based system. They are locked from progressing along a
path until all enemies in a combat tile are defeated. Defeating all the enemies in a tile allow the player
to proceed along the path clearing a pre-determined number of combat tiles. Once all combat tiles are
cleared the tile blocker to the path boss tile is dropped. A new charm drops from the level boss granting
new abilities to the player.
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Motivation
System
Players are motivated to move to the next tile by the wave barrier in front of them being dropped upon
clearing enemies in their zone. Players are prompted in the top left of the screen with the objective of
finding the path to the lost charms.
Narrative
Felicity is the daughter of a powerful magical girl Felicity must recover her mother’s charms by
defeating the increasingly powerful monsters to be able to free her. Her mother Victoria put her
daughter at risk by revealing the charm bracelet’s location to Aldorug, the Autocrat of the Harms.
Felicity insists she can take up her mother’s mantle and sets out to recover the charms and rescue her
mother despite her missteps.
Levels
Level 1 - Streets
Alley/Bedroom | TUTORIAL
Residential Neighborhood | TUTORIAL & SNAKE VARIANT 1-2
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Subway Tunnels | SNAKE VARIANT 1-3, BIPEDAL VARIANT 1-3, SIREN VARIANT 1
Level 3 - Rooftops
Gardens | BIPEDAL VARIANT 2-3, SIREN VARIANT 1-2, AVIAN 1
Bars & Pools| BIPEDAL VARIANT 2-3, SIREN VARIANT 1-2, AVIAN 1-2
Water Towers | BIPEDAL VARIANT 2-3, SIREN VARIANT 1-2, AVIAN 1-3
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Final Boss
Abandoned Factory | SNAKE VARIANT 1-3, BIPEDAL VARIANT 1-3, SIREN VARIANT 1-2,
AVIAN 1-3
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Design Pipeline
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Sound Effects
Sound Effect Description Duration (In
Seconds)
☐ Running footsteps 2 rapid light footsteps on concrete 0.2
for looping
☐ Dash whoosh High pitch wind gust with a glimmering 0.4
sound that slightly lingers at end
☐ Kick Impacts 4 body hit variations ranging from light 0.2
to heavy impact
☐ Damage High pitch wind gust with a glimmering 0.4
sound that slightly lingers at end
☐ Twinkle Whimsical twinkle for UI buttons 0.2
☒ Ribbon Shooting Whipping of a large piece of cloth duoed 0.3
to sound as if two ribbons are being
thrown out over a large distance
☒ Ribbon Tightening Cloth pulled into a knot sounding as if it 0.2
is constricting something/someone
☐ Jump Billowing of the character’s skirt 0.2
w/whoosh
☐ Charm Bracelet Jangle The metal jangling of spinning a full 0.5
charm bracelet 90 degrees
☐ Cloud Poof A poof, like an exploding bag of flour 0.5
☒ Thunder Aggressive thunder boom 0.25
☐ Rolling Thunder Gathering storm, multiple thunder 4
rumbles
☒ Lightning Strike Explosive cracking of lightning striking 0.2
☒ Shockwave https://youtu.be/x8ex6ofm4UY?t=9 1.5
☐ Snake Hiss 2 Variants – Long and short hiss 2 & 0.2
☐ Snake Bite Jaw snapping 0.2
☐ Enemy Dissipate Thanos dust in reverse to signify 4
spawning of enemy
https://youtu.be/anBOuaxwDZI?t=6
☐ Health Heartbeat Prominent shallow heartbeat sounding
as if it is underwater
☐ Health Pickup Chime https://youtu.be/4smhZpaVzak?t=11 0.2
On 1.5x speed
☐ Fragment Collection https://youtu.be/4smhZpaVzak?t=16 0.2
On 1.5x speed
☐ Fragment Ambient Looping whimsical droning that begs 1
attention
☐ Snake Slither Loop of snake sliding across concrete 1
(No idea how else to explain that)
☐ Venom Spit Snake spraying venom out of fangs 0.3
☐ Flurry Kick Wind displaced by 3 kicks being thrown 0.5
in rapid succession
☐ Avian Spin Wind displacement and thick cloth 0.25 Looping
flapping (Bass Boosted)
☐ Avian Spin Hit Blender sound with primarily High and 0.5
mid
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Voice Lines
ALLEY | VOICE
Camera: Fade in from black to see felicity from 3rd person perspective standing
at the entrance to an alleyway. In the midground is an obstacle preventing
straight forward traversal.
Felicity bounces off the wall and around the obstacle. She hears the voice of her
elderly neighbor Mrs. Brenda calling for her to help.
Mrs. Brenda: “Felicity! Is that you dear?! I can’t see, you know me and my dag
gum cataracts. Would you be a doll and break down those old chairs for your
sweet ol’ Brenda?”
Mrs. Brenda: “Ohhh thank you dear. Your mother would be so proud if she could
see what a wonderful young woman you are!”
Felicity climbs the fire escape up to her apartment. She enters through the
bedroom window. Fade to black.
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BEDROOM | VOICE
Victoria: “Felicity…?”
Victoria: “It’s me honey. I know this might seem scary, but I need you to listen to me.
I-“
Felicity: “What’s going on?! Where are you? How are you talking to me? H-ho-wha-h-h-
how are you- How am I talking to you?!”
Victoria: “*Sternly* Felicity! I know you have a lot of questions. But we don’t have a lot
of time. The fact that you’re even able to talk to talk to me right now means you’re in
danger. You’re in danger… because of me Felicity.”
Felicity: “Wha- how am I able to talk to you? Is it because of your bracelet? I-I- is it the
snake, why did it take your charm?”
Felicity: “Ye-yeah mom, I’m fine. It was trying to steal one of your charms but I got it
back. Wh-“
Victoria: “(Inward facing)They made faster progress than I thought. (Pause) I never
wanted to involve you in all of this… that’s why I left.”
Victoria: “There’s so much you don’t know Felicity. And I wanted to keep it that way.
But now I have no choice. *Sigh* As my daughter, there was always a possibility of my
bracelet choosing you. When I left, I tried to use the bracelet to keep the harms at bay and
distance you from this as much as possible. There’s bigger forces at play here Felicity.”
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Felicity: “Well mom, if you could fight the snake things with he charms, then I can too!
Victoria: “Felicity, it cost me my family and my freedom trying to keep you as far from
this as possible. I can’t have you going and putting yourself in more danger than you’re
already in because of me.”
Felicity: “Well that’s not up to you. If this bracelet is so powerful, then I can use it to
save you. Just tell me what I need to do. Trust me mom, I can do it!”
Victoria: “*Sigh* You’ve always been so hard headed, but this is not a game Felicity.”
Victoria: “*Confused* Uhh… No. It isn’t. But sadly, I know your mind already is made
up. I just want you to be safe.”
Felicity opens door of her room and sees snake traveling down the hallway.
Residential Neighborhood:
APARTMENT | VOICE
Felicity: “There’s the snakes that stole your charms!”
Victoria: “Wait, I thought they only tried to take one. Which ones do you have?”
Felicity: “Uhhh, I only have the snake lookin one and the lightning one.”
Victoria: “You only have two?! Felicity, you can’t go taking on these things with just the
power of Venom and Cloud. You’re missing 3 whole charms!”
Felicity: “Well then I’ll use these two to get them back!”
Victoria: “I- Okay Felicity. But you can’t just go using your magic all willy nilly. Do
you remember those fragments you collected when you killed that snake in your
bedroom?”
Victoria: “Yes Felicity, the glowies. The glowies power your charms. The more
powerful the charm, the more its magic requires.”
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Lemonade Games Charmed! Game Design Document
(45 Seconds)
Felicity exits out onto street and proceeds to the right to take on a group of snakes. A UI
pop-up appears “Objective: Kill a snake”
Felicity kills a snake and collects the fragment.
Victoria: “Great job Felicity! Now that you have a fragment, try using the power of
venom on another harm.”
Felicity: “Whoah! That was awesome! I’m gunna do this all the time!”
Victoria: “I know it can be fun Felicity, but the charms have limits. Expending a charm’s
power too frequently exhausts its magic for a time. You must choose your battles
carefully.”
Victoria: “Slow down Felicity. Cloud requires more fragments before you can use it.
Once you’ve done that you can try it out on another harm.”
“Objective: Collect 3 fragments” Felicity kills 3 snakes and collects fragments. Cloud is
now visibly charged.
Victoria: “It means it’s ready. Just use your hand to direct the magic at a harm.”
Victoria: “I know it is. Just be careful honey. It’s easy to get caught up in the power.
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Lemonade Games Charmed! Game Design Document
Also, you may have noticed that each charm gives you a little extra boost while you have
it chosen. You can use that to your advantage when you’re low on fragments.”
Felicity: “Who needs boosts when you can kick like me?!”
Victoria: “You’re the best kicker around sweety. *background clanking* Felicity, I have
to go. He’s coming back. I’ll talk to you when it’s safe. I love you honey.”
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