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





Alien-like entity that grow whenever it consumes.




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


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.


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



TBD
TBD
Levels will be procedurally generated.
Optional costmetic DLC and soundtrack.
| DLC | Cost (USD) |
|---|---|
| Skin 1 | $2.99 |
| Skin 2 | $2.99 |
| Skin 3 | $2.99 |
| OST | $9.99 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
TBD
Project relies heavily on professional art and sound. Consider finding collaborators early.
Jeremy Ng
- Producer
- Game Designer
- Game Programmer
- Game Tester
Budget
- FEEL - $30.20
- Planning and Ideation:
2026-04-20to2026-05-04(2 weeks) - Pre-Production:
2026-05-04to2026-06-01(1 month) - Production:
2026-06-01to2026-07-27(2 months) - Testing and QA:
2026-07-27to2026-08-24(1 month) - Post-Production:
2026-08-24to2026-12-31(until end of year)
A Free Game Design Doc (GDD) Template
Feeding Frenzy 2
Katamari Damacy
Vampire Survivors
Dingo Games




