Skip to content

KingJeremyNg/project-feed

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

9 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

project-feed

Project Feed is an incremental action simulation where you navigate a food chain that never ends. Starting out as a microscopic organism, you consume smaller prey to evolve, and to eventually become big enough to consume the planet. It is a combination of predatory tension with the environmental consumption of a cosmic giant.

Table of Contents

High Level Vision

  • A pixel top-down stylized game inspired by Feeding Frenzy, Katamari Damacy and Dingo Games with some elements from Vampire Survivors.
  • A game of exponential consumption, predatory evolution, and recursive scale.
  • Main platform is PC with mobile port in consideration for the future.
  • Business model for this game will be a one time purchase to play forever with optional cosmetic skins for main character.

Aesthetics

Sensation

  • The act of eating must feel tactile and satisfying. This is emphasized through distinct sound layers that shifts from high pitch towards deep rumbles as you grow in size.
  • Particle effects like debris or body parts fly off when successfully feeding to add to visual feedback.
  • The main character must display some act of swallowing, similar to Feeding Frenzy's Gulping.

Fantasy

  • This game features a core "power trip" route of becoming an apex predator of the universe. The contrast of scale must always have a reference object visible. For example, eating what was once bigger than you, and tiny cars fleeing from cities when you are massive.
  • As the main character grows in size, there must be some visual development rather than just a bigger blob. Some considerations can be the progression of alien-like to "cosmic". This is so the player feels like they are becoming a legendary entity.

Submission

  • The pace and average playtime of a successful run must be defined (for now about 30 minutes). Vampire survivors feature 30 minute runs with a fast mode to bring it down to 15.
  • The UI must be minimalistic so that the player can focus on the rhythm and movement, of hunting or fleeing.
  • As you get massive, consumption becomes passive so that the player can have a movement of "zen" to enjoy the destruction.
  • Similar to Feeding Frenzy, controls will be primarily mouse/joystick movement only where there is a "leading" head. This is to minimize the barrier to entry and allowing players to easily understand.

Art Style / Theme

Rendering Style

3D with pixel shader

Environments

Different levels of scale according to size of main character. Ranges to microscopic to planetary.

Characters

Alien-like entity that grow whenever it consumes.

User Interface Style

UI style will be minimalistic to increase player immersion and direct focus onto the game world.

The Monster

Current idea in mind for my monster is inspired by slime mold. It has alien-like movement with the voracity that I am looking for. Particularly for a game design approach, it wont be branching and it will feature a single head with a mouth for biting/chomping onto things.

Story

A spore from outer space drops onto earth. Upon landing, it hatches into a microscopic alien entity. Play as this entity and eat other organisms to grow bigger. Eventually big enough to consume Earth and start releasing spores back out to space, starting the life cycle once again.

Storyboard

Note - Gemini made my monster too edgy. This is not the exact look that I am going for.

Core Loop

General Gameplay

World Scale

Screens, UI, UX

TBD

Level Schema and Sample Level Design

TBD
Levels will be procedurally generated.

Game Economy

Optional costmetic DLC and soundtrack.

DLC Cost (USD)
Skin 1 $2.99
Skin 2 $2.99
Skin 3 $2.99
OST $9.99

Asset List

Main character

Category Asset Description
Model Monster Main character model with animations
Sound Munch SFX for eating very small organisms
Sound Crunch SFX for eating smaller organisms
Sound Chomp SFX for eating slightly smaller organisms
Sound Hit SFX for taking damage
Sound Bone Break Occasional SFX for eating humans/animals
Sound Wood Break SFX for eating trees or wooden objects/structures
Sound Concrete Break SFX for eating buildings
Sound Metal Break SFX for eating cars, military vehicles, other other metal objects
Sound Geological Groan Low-frequency SFX when monster interacts with mountains

Microscopic Environment

Category Asset Description
Background Microscopic Background Something to visualize the space. Possibly a solid background color or a leaf under a microscope
Model Acanthamoeba Neutral. Looks like a slime. Size is ~12-40μm
Model Bdelloid Rotifer Animal with chainsaw-like mouth. Size is ~150-700μm
Sound Rotifer Sound Chainsaw-like SFX in water
Model Water flea Looks like a flea. Size is ~1-5mm
Sound Water flea Strike A kicking motion SFX to pull food/prey into mouth

Pond Environment

Category Asset Description
Background Freshwater Background Dark blue background to mimic a pond
Terrain Freshwater Environment Watery environment on the surface
Model Lily Pad Pond prop
Sound Water Droplet General SFX for movement in water with some variation
Sound Water Splash General SFX for movement in water with some variation
Model Mosquito Larvae Neutral animal. Size is about ~1-1.5cm
Model Tadpole Neutral animal. Size is about ~1-5cm
Model Mosquito Fish Preys on mosquito larvae. Size is about ~2.5-7cm
Model Giant Water Bug Size is about ~5-7.5cm
Sound Giant Water Bug Strike SFX for Giant Water Bug attack with front limbs
Model Frog Extends tongue to attack and feed. Size is about ~6cm-13cm
Sound Frog Ribbit Occassional SFX for frog appearance
Sound Frog Tongue Attack Whipping SFX for frog tongue attack
Model Channel Catfish Biggest monster of the pond. Size is about ~30-60cm
Sound Catfish Gulp SFX for catfish swallowing action

Forest Environment

Category Asset Description
Terrain Forest Floor Grassy green forest floor
Terrain Pond Original starting point for player reference
Model Tree Tree prop with variations
Model Bush Bush prop with variations
Model Berry Bush Bush prop to attract birds and bears
Model Giant Slug Neutral slow moving starter prey. Size is ~25–30cm
Model Garter Snake Mid-tier predator. Size is ~45–100cm
Sound Snake Strike SFX for snake lunge
Sound Hiss Ambient SFX for snake presence and movement
Model Red Fox Higher-tier predator/prey. Size is ~45–90cm. Very agile
Sound Red Fox Bark Barking sound
Model Whitetail Deer Male Deer with antlers and typically alone. More aggressive. Size is ~1.5–2m
Model Whitetail Deer Female No antlers, slightly smaller than male. Travels in packs and are more avoidant. Size is ~1.5–2m
Sound Deer Headbutt Sound SFX for deer attack
Model Black Bear Apex predator of the forest. Size is ~1.2-2m
Sound Bear Swipe Bear attack SFX for claw strike
Sound Bear Roar Ambient bear SFX

City Environment

Category Asset Description
Terrain Pedestrian Path Concrete sidewalk
Terrain Asphalt Road Street
Model Building Concrete buildings with variations
Model Traffic Light Traffic light at intersections
Model Street Lamp Light turns off when knocked over or eaten
Model Car Cars with variations
Sound Car Honk Honking SFX
Model Police Car Faster than stardard cars. Uses sirens
Sound Police Siren Siren SFX
Model SWAT VAN Special forces
Sound Tire Screech Tire screeching sound effect for fast moving vehicles
Model Human Male Man
Sound Male Scream Man SFX
Sound "My Leg" Spongebob reference SFX
Model Human Female Woman
Sound Female Scream Woman SFX
Sound Crowd Panic Layered audio of many footsteps and distant shouting
Model News Helicopter Follows the monster around
Sound Helicopter Blades SFX for spinning helicoptor blades
Sound News Broadcast News broadcast chatter or noise
Model News Billboard Live "Breaking News" coverage for immersion

Continental Environment

Category Asset Description
Terrain Mountain Mountains with variants
Terrain Coastline A border for the continent
Terrain Ocean End of world border
Terrain Tectonic Plate Cracks Visual fissures that appear on the ground as monster moves
Model Skyscraper Cluster Cities look like lego blocks at this scale
Model B2 Bomber Nuclear bomber
Sound Sonic Boom SFX for movement that breaks sound barrier
Sound Nuclear Drop SFX of a dropping nuke
Sound Nuclear Explosion Boom
Sound Distant Artillery SFX for global artillery
Terrain Crater Appears after nuke or eating a mountain
Model Cloud Volumetric clouds

Shaders

Category Asset Description
Shader Multi-band Cel Shader "Toon" shading for standard objects
Shader Outline Shader Dark outline applied to all objects at Unity's render level
Shader Resolution Downsampling Post render step to create pixel effect without impacting UI

Music

Category Asset Description
Sound BGM1 OST for microscopic scale
Sound BGM2 OST for pond scale
Sound BGM3 OST for forest scale
Sound BGM4 OST for city scale
Sound BGM5 OST for continental scale

Development Pipeline

TBD

Risks

Project relies heavily on professional art and sound. Consider finding collaborators early.

Team and Budget

Jeremy Ng

  • Producer
  • Game Designer
  • Game Programmer
  • Game Tester

Budget

Schedule

  1. Planning and Ideation: 2026-04-20 to 2026-05-04 (2 weeks)
  2. Pre-Production: 2026-05-04 to 2026-06-01 (1 month)
  3. Production: 2026-06-01 to 2026-07-27 (2 months)
  4. Testing and QA: 2026-07-27 to 2026-08-24 (1 month)
  5. Post-Production: 2026-08-24 to 2026-12-31 (until end of year)

References

A Free Game Design Doc (GDD) Template
Feeding Frenzy 2
Katamari Damacy
Vampire Survivors
Dingo Games

Credits

About

No description, website, or topics provided.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

 
 
 

Contributors

Languages