Game Concept


Working Title

Corporate Domination

Concept Statement

You’re an entry level employee stuck at the bottom for too long, take out the competition to become the boss of the organisation.

Genres: Autobattler, Roguelike, RPG

  • Autobattler: Battles play out automatically.
  • Roguelike: The game features path choices, relic/item/upgrade choices and permadeath with a high degree of replayability.
  • RPG: Players can level up their character, equip them with various items and assign stat points

Game Concept Development

The concept for Corporate Domination was inspired by autobattler games like Meme Mayhem and Astronarch combined with the roguelike-ness of Tower of Spirit and Peglin. The RPG elements draw from games like Barony and Monster Sanctuary where character statistics and equipment play a vital role.

Influences and Examples

  • Astronarch: Inspired the autobattler mechanics and strategic depth
  • Peglin: Relic/item choices and world map traversal/pathing
  • Barony: Provides a model for character progression and equipment assignment

All 3 of the above have roguelike elements for replayability

Target Audience

Corporate Domination is targeted at players wanting an experience with transparent mechanics and replayability. It is aimed to attract people who enjoy similar roguelike games where it can be picked up and played at any time.

Game Treatment and Compelling Features

Corporate Domination offers the following features:

Auto-Battler Mechanics: Players choose a character who automatically fights enemies, with no direct control during combat. Strategy lies in selecting equipment, items, relics and stat upgrades.

Roguelike Progression: Each run is unique, with randomised enemies, items, and events. Players must adapt their strategies based on what they encounter, and the difficulty increases as they progress.

RPG system: Levelling up, skill progression, inventory management, equipment and upgrades

Varied Characters: Choose from characters that natively have different traits and abilities

Resource Management: Manage gold collected from events and battles to be spent at sores or events

Replayability: Multiple characters, items and relic combinations resulting in each run through being different

Permadeath: If a run fails, you start over from scratch, but lessons learned in each run help improve strategy for future attempts.

Some of these elements will be taken from games like Astronarch in figure 1 below.

  • Health, attack, ability gauges and status effects will be used give visual feedback to the player
  • Access to items and equipment outside and inside of battle
  • Relics will be displayed with hover-over information pop-ups
  • Battle scenes will be in a similar format with the player’s character on the left and enemy on the right. The background will also represent the location in the world where the player is (i.e mail room, bull pen, kitchen, office etc.)
  • The player’s equipped items with hover-over information pop-ups
  • Damage indicators for more visual feedback to the player
  • Astronarch uses hover-over enemies to display their stats and abilities, a similar approach will be used but more likely a static display to the right side of the screen view

Astronarch

Figure 1 - Astronarch https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/1234940/ss_05a17d12dbe3c0d666dea3d066e64bb92ad3c29e.1920x1080.jpg?t=1725088863

Some elements will also be taken from games like Barony in figure 2 below.

  • Equipment – items can be equipped to the player affecting statistics or offering other unique skills and abilities
  • Inventory management for handling equipment and items
  • View of current statistics to assist in managing builds and in-battle strategy


Figure 2 – Barony
https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/371970/ss_61538cebe5998ed66f69aed95d7109d78478ec52.1920x1080.jpg?t=1721140966

Files

CorporateDomination B1.0.zip 11 MB
20 days ago

Get Corporate Domination

Comments

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Overall a pretty comprehensive concept document, explaining a wide range of features, in a fun take on the genre. I am a little concerned about the scope of the game, having an overworld as well as a battle phase, but given that the battle phase is more automatic, hopefully there are some shortcuts that can be taken. The concept mentions some aspects that will indeed promote replayability, but it will be important to ensure that the game plays all the way through before focussing on the addition of multiple characters etc.