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Chimera Game Design Document

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Roster Page:
Position Name Signature

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Table Of Contents:
Table of Contents
Roster Page: ................................................................................................................................................... 2
Summary: ...................................................................................................................................................... 4
Narra�ve: ...................................................................................................................................................... 4
High Concept: ................................................................................................................................................ 4
Characters: .................................................................................................................................................... 4
Metrics: ......................................................................................................................................................... 5
Mechanics: .................................................................................................................................................... 5
Enemies: ...................................................................................................................................................... 16
AI: ................................................................................................................................................................ 17
Areas: .......................................................................................................................................................... 20
Rooms: ........................................................................................................................................................ 21
UI: ................................................................................................................................................................ 23
Controls: ...................................................................................................................................................... 27
Maps: .......................................................................................................................................................... 28

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Summary:
Chimera is a 3D, isometric, action paced rogue-like game.

Narra�ve:
The player is a Chimera; a mythical beast of combined animal parts, awakening locked
underneath a mysterious underground dungeon. Long ago, the chimera was once a goat, after
many years of torture it has been reduced to an unrecognizable creature with no distinct features
except for its horns and curse tattoo; Been imprisoned since ancient times, the Chimera’s limbs
withered into a state of disrepair and are finally able to free themselves of their bonds. Driven by
a newfound opportunity to escape, the player attempts to find their way out. As the player
attempts their escape, other ravenous creatures imprisoned with the Chimera prove to be hostile
obstacles. The Chimera uses the limbs of defeated creatures, attaches them onto themself, and
grows in power. To escape, they ascend through each floor, beginning from the archaic dungeons
to a lush cavern, and lastly to the research facility’s surface compound. However, no matter if the
Chimera dies to a creature or successfully escapes, they learn that a curse; one marked onto their
own skin as a back tattoo, is forcing them to reawaken underneath the tower at the very start each
time. The Chimera continues its attempts, learning more about the curse through diegetic
storytelling. To successfully escape the tower, the Chimera must make their escape multiple
times and find a relic that has the ability to break the curse and let the Chimera finally leave their
prison.

High Concept:
Defeating enemies and grafting their limbs in the hopes of survival evokes a feeling of
determination, desperation and anxiety to escape from unknown forces.

Characters:
The Chimera - A mythical creature imprisoned due to its assumed demonic origin. The chimera
was captured and tortured by ancient peoples and thrown into a dungeon for a millennium. As
the countless years went by, the chimera waited and waited, their mind void. Come present day,
the chimera’s bonds finally fall loose as its limbs have deteriorated to nothing but stick-like nubs.
Coming to its senses, the chimera realizes it has its freedom and finally attempts to escape.
Unbeknownst to them, there is a range of hostile creatures also imprisoned and filled with
aggression. Determined, the chimera utilizes its powers of grafting limbs off defeated enemies to
grow in power, defeating any of the obstacles in their path to freedom.
Body Part Shop Keeper – An eccentric raven, the shopkeeper’s origins and motives are a
mystery, the only certain trait being his obsession with collecting bones. The raven’s affinity for
bones has made a greedy habit of putting up shop by boss rooms to add to his collection. The
Body Shop Keeper offers powerful relics and the ability to barter body parts in exchange for
bones.

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Metrics:

ENEMY HEIGHT WIDTH LENGTH


METERS
Chimera 2 1 1
Minor Enemies ½ 1 1
Croc 2 2.5 5
Gecko 1 1 2.5
Rhino 3 1.5 4
Wolf 2 1 2.5
Bullet Crab 3 3 3
Frog 3 3 3
Scolopendra 6 3 3
Warden 1 (Nicaros) 5 2.5 3
Warden 2 (Katayama) 4.5 2 2
The Amalgama�on 10 10 10

Mechanics:
• Health:
o A measurement for how much damage players, enemies and limbs take before
dying
o Players, enemies, and limbs die when they reach zero health
• The player’s body:
o Contains the Core: the player's entity
o Contains four limb slots: the head, left arm, right, arm, and legs
• Core limbs are default limbs
• Limbs:
o Are entities that are grafted to limb slots
o Have unique abilities determined by the creature they drop from
o Include base stats that determine how a limb compares against another:
 Health Points (HP) – The amount of health the limb has
 Attack Damage (AD) - The amount of health taken away from entities
when an attack connects with them
 Speed (S) - The speed of the limb’s ability
 Cooldown (CD) - The minimum amount of time that passes before players
use an ability again
 Range (R) - The distance the ability reaches

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• The Core:
o Has a maximum value of 100 HP
o Players take all AD (attack damage) to the core
o Grafted limbs shield the core from taking AD:
 Grafted head - core takes 20% less AD
 Grafted left arm - core takes 20% less AD
 Grafted right arm - core takes 20% less AD
 Grafted legs - core takes 40% less AD
• Core Limbs:
o Players start every run with a set of weak core limbs in each limb slot
o Core limbs include the core head, the core arms, and the core legs
o The core is exposed to AD if only core limbs are present
• Limb types:
o The three types of limbs are arms, heads, and legs.
o Arms:
 The player’s primary attacks
 Players graft arms on either their left or right side
 Operate independently of each other
o Heads:
 The player’s secondary attacks
 Players use heads as powerful abilities
 One is always equipped to the head limb slot
o Legs:
 The player’s mobility and tertiary attacks
 Players dodge with legs and deal additional damage
 Have an additional movement speed (MS) stat which determines the
maximum speed
 One is always equipped to the leg limb slot
• Grafting Limbs:
o Players graft dropped limbs within 3 meters of them
o Players compare stats between their currently equipped limb and the dropped limb
o Players only graft their limbs with other limbs of the same type
o Grafted limbs have abilities that mirror the creature they drop from

• Corrupted Limbs:
o Limbs corrupt when they lose all health
o Corrupted limbs leave the core vulnerable to AD
o Players keep their abilities and stats
o Players swap corrupted limbs for other limbs
o Players are unable to scrap corrupted limbs

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LIMB ABILITIES: ARMS


Name Description Base Stats
HP: - HP
AD: 5 HP
An attack that is paired with the Core Arms.
Slap S: 0.5 seconds
Players swing their arm 120° in front of them.
CD: 1 second
R: 1 meter
HP: 30 HP
An attack that is obtained from Wolf. AD: 5 HP
Swipe It is a claw that covers 120° in front of the player S: 0.25 seconds
and is much faster than the slap. CD: 0.25 seconds
R: 1 meter
HP: 40 HP
An attack that is obtained from the Rhino. AD: 15 HP
Slam Players wind their fist back and slam it into the S: 1.5 seconds
ground. Covers 360° around the player. CD: 1 second
R: 3 meters
HP: 25 HP
An attack that is obtained from Gecko.
AD: 3 HP
It’s a quick fan attack of 5 dart projectiles that
Dart Fan S: 0.5 seconds
cover 120° in front of the player. Separated by
CD: 0.75 seconds
24° increments.
R: 10 meters
HP: 35 HP
An attack that is obtained from Bullet Crab.
AD: 10 HP
Players wind their fist back and then launches a
Bullet S: 1.25 seconds
single projectile that covers the direct line of
CD: 0.75 seconds
sight (1 meter wide) in front of them.
R: 15 meters

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LIMB ABILITIES: HEADS


Name Description Base Stats
HP: 40 HP
An attack that is obtained from the Rhino.
AD: 35 HP
Players perform a fast charge in a straight line
Charge S: 0.5 seconds
until colliding with any obstacle or until 5
CD: 8 seconds
seconds pass.
R: -
HP: 45 HP
AD: 45 HP
An attack that is obtained from the Croc.
Bite S: 1.5 seconds
It's a bite that covers a short range.
CD: 4 seconds
R: 2 meters
HP: 35 HP
An attack that is obtained from the Frog. AD: 15 HP
Grapple Players grapple creatures towards them and deal S: 0.25 seconds
damage to grappled creatures. CD: 2 seconds
R: 6 meters
HP: 50 HP
An attack that is obtained from the Bullet Crab.
AD: 25 HP
It’s a defensive utility that deals damage and
Shell S: 0.5 seconds
stops players from moving and cover up in a
CD: 10 seconds
spiked shell.
R: 1 meter

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LIMB ABILITIES: LEGS


Name Description Base Stats
HP: 20 HP
A movement ability that is paired with the Core AD: 5 HP
Legs. Players quickly move in a straight line, S: 0.25 seconds
Dash
damaging any enemy in the way. The player is CD: 1.5 seconds
invincible until the dash is complete. R: 3 meters
MS: 5 m/s
HP: 30 HP
A movement ability that is obtained by the Wolf. AD: 12 HP
Players quickly move in a straight line, damaging S: 0.25 seconds
Pounce
any enemy in the way. The player is invincible CD: 2 seconds
until the pounce is complete. R: 5 meters
MS: 7 m/s
HP: 35 HP
A movement ability that is obtained by the Croc.
AD: 25 HP
Players burrow and are invincible underground.
S: 0.5 seconds
Burrow This ability expires after 5 seconds and can be
CD: 5 seconds
canceled. The player also does damage upon
R: -
resurfacing in an AoE.
MS: 4 m/s
HP: 25 HP
A movement ability that is obtained by the AD: 5 HP
Gecko. Players increase in move speed by 200% S: 0.
Waddle
for 1.5 seconds and leave damage puddles behind CD: 3 seconds
their trail. R: -
MS: 8 m/s
HP: 30 HP
AD: 10HP/m
A movement ability that is obtained by the Frog.
S: -
Leap Players leaps across the floor in a straight line,
CD: 2 seconds
doing an AoE attack.
R: -
MS: 6 m/s

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LIMB MUTATIONS:
Mutated creatures drop limbs with modifications to their base stats

NAME STAT MODIFICATIONS


-25% D
Crystallized +50% S
+25% HP
+50% HP
Marrowed -25% S
+25% D
+50% D
Quilled +25% S
-25% HP
-5% HP every attack
Infected
+10% HP every attack landed

Trinkets:
• Trinkets are drops from creatures that add stat modifications to the player’s limbs and
conditionals
• Trinkets are stored within the player’s equipment menu
• Trinket rarities are categorized as: Common, Rare, Epic, Legendary
• Players choose one from a selection of three trinkets from a defeated major creature
• All trinkets stack infinitely
• Trinkets reset at the beginning of each run

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TRINKETS
NAME EFFECT RARITY STACK
ATTACK DAMAGE (AD)
Lizard Claw All attacks deal 10% more damage to creatures. Common +10% AD
Mantis Strikes Every 3rd attack deals 50% more damage to creatures. Rare +10% AD
Feeding All attacks deal 10% more damage after getting a kill. Rare +10% AD
Frenzy The damage resets every room.
Hyena Jaw All attacks deal 15% more damage when the Core is Rare +15% AD
below 50% health
Dominant All attacks deal 10% more damage to major creatures. Epic +10% AD
Species
Deadly Spur Instantly kill creatures that fall below 5% of their max Epic +5% Max
health. HP
Hawk’s Deal a stacking 5% more damage per attack, up to Epic +5% AD
Precision 100%. The damage resets when the attack misses. per stack
Dire Straits All attacks deal 100% more damage when the Core is Legendary +100% AD
below 20% health
ABILITY SPEED (AS)
Rapid Strike All abilities become 10% faster. Common +10% AS
Breakneck All abilities permanently become 5% faster after killing +5% AS
Epic
Bull-Horns a major creature. per kill
COOLDOWN (CD)
Lion’s Mane All abilities have 10% less cooldown. Common -10% CD
Buck Shot Killing a creature with a limb reduces the limbs ext Rare -20% CD
cooldown by 20%
Large Lungs Ability cooldowns are reduced by 2 seconds. Legendary -2s CD
HEALTH POINTS (HP)
Tuft of Fur Increase the Core’s maximum health by 5% Common +5% HP
Ant Acid Take 5% less damage from all creatures. Rare +5% less
AD
Plump Entering a new room heals 10% of the Core’s health. Epic +10% HP
Mushroom
Succulent Killing a creature increases the Core’s maximum health Legendary +1% max
Spirits by 1%. HP
MOVEMENT SPEED (MS)
Mule’s Kick Gain 10% Movement Speed Rare +10% MS
CURRENCY
Scavenger Creatures drop 10% more bones on death Epic +10%
Bones
Bone Mask The first purchase in the Body Shop is free Legendary +1 free
shop item

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Bones:
• Players purchase items from the Body Shop with bones
• Players receive bones from major creatures, scrapping uncorrupted limbs, and by
breaking pots
• Bones reset at the beginning of each run
• Bones drop in large, medium, or small sizes
• Bones are worth twenty, five, and one bones
• Bones magnetize themselves to the players when within 1 meter of the drop
• Bones from Creatures:
o Bones drop from killed major creatures
o The size and number of bones dropped is a number within a set range; with the
range determined by the combat room number
o Mutated creatures give a bonus bones drop, determined by the floor
 Dungeon: +10 bones
 Cavern: +20 bones
 The Nest: + 30 bones
• Bones from Pot Objects:
o Players pick up a small, medium, or large bone drops by breaking pots
o Medium bone drops have a higher chance of being dropped as the player
progresses through the floors
 Dungeon: 75% for small, 20% for medium, 5% for large
 Cavern: 60% for small, 30% for medium, 10% for large
 The Nest: 10% for small, 70% for medium, 20% for large
• Scrapping Limbs:
o Players scrap uncorrupted dropped limbs into bones
o Players scrap limbs within one meter of the drop
o Players scrap limbs for bones
o Players receive more bones while progressing through each floor
o Mutated limbs apply a 1.2 multiplier to the limb’s base scrap value

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Major Creature Bone Drops per Combat Room Value Table:


Floor 1: Dungeon Floor 2: Cavern Floor 3: The Nest
Creatures Overall Range: 20 Overall Range: 40 – Overall Range 60 – 80
– 39 59
Combat Room 1
20 – 23 40 – 43 60 – 63
Range
Combat Room 2
24 – 27 44 – 47 64 – 67
Range
Combat Room 3
28 – 31 48 – 51 68 – 71
Range
Combat Room 4
32 – 35 52 – 55 72 – 75
Range
Combat Room 5
36 – 39 56 – 59 76 – 80
Range

Scrapped Limbs Bone Value Table:


Limb Type Floor 1: Dungeon Floor 2: Cavern Floor 3: The Nest
Non-Mutated
15 25 40
Limbs
Mutated Limbs 18 30 48

Essence:
• Players purchase items from the Relic Shop with Essence
• Players gain essence by defeating bosses and major enemies
• Essence carries over between runs
• Essence is represented with blue flame particles
• Essence is automatically magnetized towards players after defeating enemies
• The Relic shop unlocks the option to buy limbs after all relics are purchased

Boss Creature Essence Drops Table:


Boss Essence
Scolopendra 100
Nicaros & Katayama 300
The Amalgamation 500

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Body Shop:
• Ran by the outcast raven
• Accepts bones as currency in exchange for limbs
• Gives players three options of randomized limbs to choose from:
o One random limb of each type: head, arms, legs
• The shop always has a slot for a healing grub which heals all limbs including the core by
25% of the maximum health
• The Body Shop always appears as the room before a boss encounter
• Shop prices scale per floor, and whether a limb is mutated
o Mutated limbs become a more frequent option within the shop per floor:
 Dungeon: A 30% chance for a mutated limb drop
 Cavern: A 100% chance for a mutated limb drop. 50% chance for another
mutated limb drop
 The Nest: All limbs are mutated

Body Shop’s Prices Table:


Floor 4:
Floor 1:
Limbs Floor 2: Caverns Research
Dungeon
Facility
Limb 1 (Head) 200 425 700
Limb 2 (Arm) 150 350 550
Limb 3 (Legs) 200 425 675
Healing Grub 100 225 700

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Relics:
• Players purchase and equip relics at the beginning of each run
• Purchased with essence:
o Relics are unlocked permanently once purchased
• Players are restricted to equipping only one relic at a time

RELICS
Vital Core Heal 2.5% of max health on defeating an enemy
Fragile Deal 100% more damage with the core limb set equipped, increasing 100%
Confidence with each floor cleared
Bone Hoarder Increases base attack damage by 5% for every 100 bones held by the player
Mutated Increases mutated limbs health by 40% and increase limb health by 15%
Evolution
Raven’s Gift The shopkeeper’s limbs are all 40% off
Whale’s Fortitude All attacks deal 20% less damage but increase limb health by 100%
Apex Predator All attacks deal 50% more damage, but creatures deal 50% more damage
Echidna’s Found within a secret room on the 4th room of the Nest floor after
Blessing successfully defeating the Amalgamation 5 times. It breaks the binding
curse of the Chimera’s back tattoo, and the true ending occurs as the player
beats the Amalgamation with the relic equipped

Relics Essence Cost Table:


Echidna’s Blessing is the only relic that is unlocked in the world instead of being purchased
with essence
Relic Types Essence Cost
Vital Core 500
Fragile Confidence 1500
Bone Hoarder 1250
Mutated Evolution 2500
Raven’s Gifts 2000
Whale’s Fortitude 3000
Apex Predator 4000

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Enemies:
• Enemies in Chimera are aggressive creatures that have been abandoned underground
• Major creatures:
o Major creatures have unique and few complex attacks and behavior
o One major creature appears in every room
o Major creatures have attacks that are representative of the limbs that they drop for
the player
o Drops:
 Limb
 Bones
 Trinket bags
• Minor creatures:
o Support the major creatures with simple attacks
o Minor creatures appear in at least three in every room
o Minor creatures drop bones
• Bosses:
o Strong creatures with several complex attacks and behavior
o Bosses appear at the last room of every floor
o Boss Drops:
 Crystallized grub – fully heals the core and grants a health increase
 Legendary trinket bag – guarantees a legendary trinket, which lets the
player decides from three choices
 Essence
• Mutated Creatures:
o There’s a chance that a room contains a creature with a mutation
o Mutated creatures have similar effects as mutated limbs:
• Creatures AD and HP increase by 5% in every room

CREATURE MUTATIONS:

NAME STAT MODIFICATIONS


-50% CD
Crystallized +50% S
-50% HP
+50% HP
Marrowed -50% S
+50% CD
+5% AD
Quilled +50% R
-50% HP
-5% HP every attack
Infected
+10% HP every attack landed

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AI:
MAJOR ENEMY BEHAVIORS
Type Movement Attack

If the player is more


Walks towards the player, if the player is than 6m away, begins a
Rhino within 6m, perform a slam attack that deals 1.5s charge and dashes
damage in a 4.5m radius. towards the player’s
location.

Walks within 7m of the player, then


chooses to move clockwise or Attacks in a narrow
Wolf counterclockwise around the between 180°- cone towards the player
360° before dashing towards the player and with a ranged fireball.
attacking

Digs a hole at its current location. Moves


towards the player until directly underneath Lunges at the player and
Croc
them, then emerges after 0.75s dealing then stands still for 2s.
damage.

Walks within 3m of the player, dashes


towards the player twice, attacks in a Flees from the player
Gecko narrow cone, then dashes 3m in a random
until ready to attack.
direction, shooting 3 projectiles as it moves
backwards.

After the player hits the Bullet Crab, it Extends its arm and fires
hides in its shell, dealing damage and a large projectile in the
Bullet Crab pushing the player back. After performing direction of the player,
an attack, it moves to a new location within leaving itself vulnerable
a 5m radius. for 2s.

Shoots its tongue to pull


Stands still for 0.5s before leaping to a
the player towards the
valid location three times within a 10m
Frog frog, performing a quick
radius, deals damage in 5m radius where it
bite attack if
lands.
successfully pulled.

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MINOR ENEMY BEHAVIORS


Movement Attack

If in attack range, stop


moving for 1 second and
then perform a 2-meter
Moves towards player position and checks
Tortoise lunge towards the
if in attack range. (½ meter)
current player position.
Check if in attack range
again.

If in attack range, stop


Move towards player position and check if
moving for 0.75 seconds
Hedgehog in attack range. (5 meter)
and then dashes forward
for 0.75s. Check if in
attack range again.
Lunges at the player’s
Moves towards the player and checks if in position, latching on to
Piranha Dog the player, dealing
attack range. (5 meter)
damage every ½ second
to the player.

Moves until it has line of sight of player


and flees if the player is too close. Upon If in line of sight, shoots
Sea Urchin
death, it explodes and deal damage in a a spike at the player.
small AoE.

Shoots a projectile towards the player, then If the player is within


Dung Beetle
repositions within a 3m radius. 3m, flee from the player.

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BOSS BEHAVIORS
Attack 1 Attack 2 Attack 3

After a 2s delay, slams its


Stretches its head
head into the ground dealing
forward and swings Sweeps its head 180° damage in a circle and
in a 180° arc three
“Scolopendra” and releases fireballs spawning 5 rows of
times, dealing
every 0.1s. projectiles. Leaves itself
damage on contact
vulnerable for 3s after
with the player.
attacking.

Begins spinning up, and then


Dashes quickly in the quickly moves towards the
direction of the player, dealing damage and
Attacks in a X shape
Warden 1 player as it swipes, knockback if the player
and rotates each time,
(Nicaros) rotates, swipes, and comes in contact with them.
a total of 3 times.
then performs a circle After 5s of spinning, it stays
aoe slam attack. still leaving itself vulnerable
for 2s.

Shoots projectiles in
Shoots a slow- a spiral radial burst
moving projectile that around itself when Repeatedly shoots projectiles
moves towards the the player is too into the air that deal damage
close. The burst
Warden 2 (Katayama) player. After 5s the in a circle on the player’s
reaches its max
projectile explodes current position (stationary
distance and then
dealing damage in a comes back in the then moves position).
5m aoe. direction of Warden
2.

Flails its arms in a


It charges a crystal laser
rampage, slamming It chooses between 3
attack that tracks the player.
the floors of the area separate attacks: a
The laser increases in size
“The Amalgamation” causing debris to fall. left swipe, a right
and damage over time. Once
Circle indicators swipe, and a slam
finished, the boss enters a
convey where the attack.
stunned state.
debris lands.

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Areas:
A subterranean bunker comprised of three floors; connecting an ancient dungeon, a crystalized
cavern, and an abandoned research facility which was built on the surface.

• Three floors, six rooms per floor


o The 6th room on every floor contains the body shop and the floor’s boss

Floor 1: Dungeon
• Dark and barren prison
• Spikes and dart traps as environmental hazards
• Lit entirely by firelight from torches and braziers
• Contains a courtyard featuring a fountain, hallways littered with scrolls, cell rooms, and
flora and fungi throughout

Floor 2: Crystal Cavern


• A jagged, natural, and heavily crystalized location
• Glowing crystals
• Contains explosive crystals and stalactites as environmental hazards
• Contains mining equipment, scaffolding, and bioluminescent mushrooms

Floor 3: The Nest


• A bleak, modern, destroyed, research facility used by the raven researching organization
known as the Treachery
• Contains shattered glass as environmental hazards
• Contains crystal powered equipment and destroyed furniture and equipment
• Bodies of raven researchers littering the floors with blood, feathers, and bone remnants
alluding to the Amalgamation’s rampage
• Features large glowing and bubbling tubes with infant or failed Chimera experiments

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Rooms:
• Rooms in Chimera are procedurally generated and restricted
• Players are required to progress forward to new rooms
• Players choose from two room types once all creatures are defeated within a room
• Plaques on top of doors indicate with creature is in the next room
• Room types:
o Tutorial/Relic room:
 The first room players encounter during the first run
 A scripted battle sequence begins with tutorial pop-ups of the controls of
the game instructs players on movement, attack, and how grafting limbs
work
 The tutorial room turns into the Relic Room after players end their first
run or die
 Players purchase relics in the Relic Room
o Break rooms:
 Every floor has an entrance room that segues the gameplay from the
previous floor into the next
 Contains a healing altar that completely restores limb health
o Creature rooms:
 One random major creature is selected from a pool of creatures and
spawns within a room
 Plaques on top of doors indicate with creature is in the next room
 Players are required to defeat all enemies in the room before progressing
o Boss rooms:
 Contains a unique boss corresponding to the floor it’s on
 Contains an entrance area with the Body Shop that players visit prior to
encountering the boss
 The Body Shop is only accessible before the boss fight
o Mutation rooms:
 Creature rooms that replace all creatures with mutated ones
 The mutation type is indicated on the plaque before the room along with
the type of creature within the room

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Environmental Hazards:
• Different types of environmental hazards appear on different floors
• Hazards deal AD to players and creatures
• Hazards are only activated by players
• Dungeon hazards:
o Spike traps – Square platforms that are activated with spikes 0.5 seconds after
players step on them, dealing 10 AD
o Wall dart – Ranged darts that are activated after players step on the corresponding
activation platform, dealing 5 AD.
• Cavern hazards:
o Overcharged crystals – crystals that explode 2 seconds after attacking them,
dealing 30 AD
o Falling stalactites – vulnerable areas of the cavern stalactites fall in a group of 2 –
4 from above and deal 10 AD each
• Nest Hazards:
o Broken glass – large groups of broken glass that deal damage when players walk
around in it, dealing 5 AD with every step and applying a stack of bleed
Pots:
• Scattered throughout all rooms
o Drop a randomized amount of bones
 Starts with 5-10 bones and increases with every room

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UI:
Health:
• Health is represented through horizontal bars for players and enemies
• The player health indicator depicts the Core, Left Arm, Right Arm, Legs, and Head
HUD:
• In-game:
o Bottom Left: Health Indicator
 Each icon represents a limb and their health bars below it
 The large bar at the bottom of the limb icons is the core health.
o Bottom Right: Currencies
 Bones are represented with a bone icon
 Essence is represented with a blue flame-like icon

Pause Menu:
• A pop-up menu with three tabs:
o Tab 1: Equipment + Trinket Menu: Players access the exact health and the
description of the abilities of each limb along with the current trinkets equipped
during their current run
o Tab 2: Codex: Includes all enemies with descriptions of their attack, damage, and
speed. Additionally, purchased relics and encountered mutations are also included.
o Tab 3: Settings + Exit: Includes resume, settings, control, and quit options

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Pick-Up Indicator:
• World space indicator that shows players the stat comparison of the current limb
equipment and the limb dropped by an enemy

Tutorial Popups:
• A tutorial pop-up appears during the tutorial battle sequence
o Pop-ups appear as certain requirements from the sequence have been met
• Designed with a semi-transparent box on the bottom center of the screen with text and
images demonstrating basic mechanics

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• UI Flowchart:

Body Shop:
• A shop system for limbs and grub
• Hovers the prices of each limb and a grub
• Players stand near the body part and are shown the stats with a pop up
• Players purchase three randomized limbs and/or grub
• Once items are purchased, players pick up their items in the world space

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Post Run Summary:


• Players receive a summary after completing a run or dying:
o Time of completion during a run or until the player dies
o Different limbs used throughout a run
o Trinkets obtained
o Relic that was equipped
o How far along the world players progressed

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Controls:
Controls Diagram:
Input Action
Left Stick (LS) Move
Right Trigger (RT) Attack Right
Left Trigger (LT) Attack Left
Left Bumper (LB) Swap Limb Left/ Swap Tab Left
Right Bumper (RB) Swap Limb Right/ Swap Tab Right
X Interact
A Select UI/ Leg Ability
Y Head Ability
B Scrap Limb/ Return UI
Select Equipment Menu
Start Pause Menu
D-Pad Navigate Menu

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Maps:
Grid-like layout based off the metric system. (1 grid space = 1 meter)
DUNGEON MAPS:
Room Type 1 & Variations:

Room Type 2 & Variations:

Room Type 3 & Variations:

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Room Type 4 & Variations:

CRYSTAL CAVERN MAPS:


Room Type 1 & Varia�ons:

Room Type 2 & Varia�ons:

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Room Type 3 & Varia�ons:

THE NEST MAPS:


Room Type 1 & Variations:

Room Type 2 & Variations:

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Room Type 3 & Variations:

BOSS ROOMS MAPS:


Scolopendra:

The Wardens:

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The Amalgamation:

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