Game Design Exercise: Kill Box

Elevator Pitch: This one is based on an intellectual exercise in combat design. The player is placed in a room. The room will be of varied size/shape and will have physical architecture such as blocks to hide behind, a vent to hide in or a tower to climb. The room may also contain hazards and traps, such as acid, crush blocks or automated turrets. It also contain weapons in pre-selected locations or in the players inventory. At a given time(s), a set of enemies will spawn into the room. The player must defeat all enemies to win.

Core Mechanics: The ‘design atoms’ of the game are weapons, physical space, environment and enemies. These elements will be changed for each killbox scenario to promote strategies. There may be one winning strategy or many, and some strategies that  will be designed to disguise the winning strategy (red herrings).

Example Killboxes:

Fish in a Barrel: Players are presented with pistol, shotgun and grenades. Enemies are large, heavily armored and do considerable damage at short/medium range. Environment is small but includes an air vent system that is too small for enemies to enter. Suggested strategy is to enter air vent and then lob grenades at enemies from safety of vent.

Toxic: Players receive pistol and flare gun in inventory. Players face off against enemies with toxic gas grenades. Gas slowly accumulates in room and will poison player if not dispersed. Environment includes fire suppression system that can be triggered by firing flare gun at heat sensors. Fire suppression will suck all air out of the room when triggered, flushing toxic gas.

Now you see me: Players start with a sniper rifle. Environment is a long room with an exposed sniping position at the end opposite of the enemy spawn. Enemies are invisible, melee only but do lots of damage. Weapons in the room include a knife, sword a chain-saw (all red herrings) and smoke grenades. Invisible enemies will disturb the smoke as they move through it, allowing the player to snipe enemies.

Nik Davidsen Clause (Monetization)

Pay for content model – first 20 killboxes are free, then each set of y killboxes after that costs x dollars. Sets include new killboxes, weapons, enemies, etc.