Deceiver/Sweet Dreams Game Design Document
Summary of Game
Overtly cutesy rom-hack that turns out to be hosting a demon of unknown origin that will try and deliberately kill the player inside of the game for the first half and then "outside" of the game in the second half.
Explicit horror game with plenty of gore for the latter half of the game.
Scope of the project to be determined.
Gameplay
Plays very similarly to how the original Sonic the Hedgehog games are played but with the change in character causing an increase in speed and a decrease in size (taken from the deceiver pasta https://rentry.org/rth8g ).
Special stages to collect chaos emeralds will be included, how they will be presented is yet to be determined.
Difficulty will reach kaizo levels, along with taunts from Deceiver that will range from running into badniks and spikes when 50 rings have been reached to dragging control away from the player and speaking to them through the HUD, are done to make the player legitimately angry.
Mechanics
As said before, mechanics will largely be very similar to the original Sonic the Hedgehog games but with some key differences to make the game a less enjoyable experience on purpose.
One thing to note is that in the latter half of the game, permadeath will be turned on. If the player dies beyond the latter half, they have to retry the entirety of the game from scratch.
Game Elements
First half of the game holds up the charade to a certain degree, the taunts are still there but everything else about the world keeps up the presentation of it being a simple cute rom-hack.
Second half of the game changes everything, the world now becoming more overtly terrifying with the enemies taking on a more eldritch design and the bosses becoming more and more psychotic. Deceiver's taunts becoming more threatening and hostile in nature, while still keeping his original appearance to contrast with the gory and horrific setting Sweet Dreams has become.
His true form can only be revealed through the permadeath game over sequence and in the game's ending(s).
Assets
N/A (Got nobody to make any assets yet, just a small note that the art style should be 16 bit pixel art.)