- Game Title: Get Out!
- Tagline: Find the Keys to your survival!
- Concept Statement: compose a brief statement (50-100 words) that introduces the 2D game you are proposing. Your concept statement should:
A game where player must search and find keys to escape while there is another unknown entity actively hunting them down, this heart pumping game will have players on the edge of their seat as they scramble for the keys. Players will spawn in a random location on a map as well as the killer spawning in a random location (somewhat far from the player) the player will then have to scurry and search the map in order to find the keys to unlock the door on the map which must also be found while searching for the keys. The killer will be actively searching for the player and will chase after the player until it loses sight of the player.
- Description: compose a detailed (300-500 words) overview that describes how your game will implement its concept through specific gameplay elements such as mechanics, characters, story, etc. Specifically, your description should detail:
Core Goal and Experience:
The real goal in Get Out! was to find a series of keys located around the map, and eventually jump through a door in order to escape the killer. The experience was designed to make the player sweat by placing them in a suspenseful predicament where they had to scramble to find keys and the exit while avoiding the killer.
Mechanics:
Random Spawning: Every time the player and the killer get spawned on the map, the location is randomized, so every time you play, you start on a blank canvas, with unexpected outcomes and no memory of past experiences. The player’s pawn point is much further away from the killer’s pawn point so the player will have some time to get a lay of the land.
Key Collection: The player has to go through the environment and collect a prescribed number of keys. The location of the keys is randomized to encourage exploration and to ensure that nothing will have been the same in your playthrough as in another’s.
Stealth and evasion: Players can escape the killer by hiding in wardrobes, cupboards, beds, behind windows, and in the dark. Fast movement tends to make noise, so players must choose between speed and stealth.
Chase Mechanics: When the killer sees the player, they will pursue him. The player must utilize his environment to break the line of sight and evade the killer, relying on his wits and also knowledge of the map.
Ambient Sound: To deliver a sense of horror, the game consists of ambient sounds such as the characters footsteps, the whispers of the killer, and external environmental noises that can misguide the players to their demise.
Limited tools: players have a finite number of items they can use (eg, flashlights, noisemakers) to aid their survival.
Obstacles:
The killer: The most obvious obstacle is the killer itself, which is actively hunting the player, and has a scripted AI that is able to react to player actions and search for the player systematically.
Environment: The map itself is full of dead ends and places where the path ahead is actually blocked, forcing the player to navigate around it in order to proceed to the next room. The player must move the numbers around topologically – for example, moving these two connected numbers closer so that a basket extending all the way to 32 straddles them:
Time Pressure: The time limit to find the keys and to escape is short. The more time passes, the more aggressive the Killer will grow and the more difficult it will become leading to greater tension.
Poor visibility: The game is often very dimly lit, and your main light source can run out, meaning that you then have to navigate by almost complete darkness.
Characters and Adversaries:
Ordinary person with no magical powers and no specific information or training who must rely on objects in the environment The character’s background is either non-existent or very thin, so players can easily project themselves.
The Killer: nameless, otherworldly, an unknown entity with a nefarious objective; unknown, untamed, seemingly unknowable by the player; a tragic history that is only divulged piecemeal through the environmental storytelling; an ugly, intense visage.3. The Tortured One: nameless, broken, deformed, devil-possessed, with a preternatural ability to leap inhumanly high. Unseen. 4. The Little Sister: a hybrid, a cipher, mute, a blank canvas to be written upon and a vessel for the striving of ego-fictions.
Setting:
It is set in an abandoned, maze-like place. That could be a crumbling mansion but it could also be an old factory or a forgotten asylum. The setting is made up of crumbling furniture, broken windows, and piles of rotting debris – things that could make your back of the neck start tingling. Beyond things like combat and good item management, it also innovated the way the level was designed. The player character could stumble upon tight corridors, hidden rooms and multiple stories, which meant there was a great number of places to hide in or retreat from.
Character Motivations:
It’s the player’s instinct for survival and escape that motivates them not to stop running, to keep searching for clues that’ll help them to the door. As they go, they find scattered lore, like journal entries, that imply why the player is being hunted, and who they are, creating a subtle sense of stakes and mystery. The killer’s motivations are less immediately obvious, even as the hunted skulks through their home. Why are they pursuing me? Where do they come from? But when we start seeing evidence that the killer was once human, years ago, driven mad with grief and isolation, and that fire continues to power their existence, we realize that we are playing through a tragedy. And tragedies make for riveting stories.
Combining these ingredients, ‘Get Out!’ hopes to provide players with ‘an immersive sense of horror, forcing the person into thinking on their feet and reacting instinctively to survive over and over as they’re slowly pursued by someone, or something, that they’ve never even seen’.
- Competition: write a brief statement (100-200 words) that identifies the one, pre-existing mass-market or independent game that poses the biggest threat to the game you are proposing. Identify and describe three or four ways that will distinguish your game from this competitor.
Its most sinister competitor is Dead by Daylight, a hit asymmetric survival horror game in which one player assumes the role of a killer, and the others play as survivors trying to escape.
Distinctive Features of “Get Out!”:
Single-Player: Different from multiplayer-first Dead by Daylight, Get Out! is a single-player experience that lets people find that immersive horror atmosphere they’re looking for when they play by themselves and allow for a more hardcore narrative.
Likewise, the fact that players, killers, keys and the exit door spawn randomly in random places contributes to the game’s playability and replayability by ensuring that no two playthroughs of Get Out! are ever alike. For a comparison, most of the elements of the map in Dead by Daylight are static, increasing the predictability of that game and negatively affecting its replay value by comparison.
Environmental Storytelling: Get Out! used a deep layer of environmental storytelling to slowly reveal the backstory of both the player and the killer, creating a compelling story layer that shares the content of early adventure games but interleaved with the fast-paced superficial survival mechanics of contemporary RPGs.
Stealth and Resource Management: You’re meant to move slowly and carefully. Your tools are limited, and so is your light. This engenders a depth of strategy contrasting with the action-oriented gameplay of Dead by Daylight, one aimed at creating a slow-burn, survival horror atmosphere.







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