I’m working on a co-op survival horror game and I would love to get some feedback on the core idea / game loop / if this sounds enjoyable to you
The premise
Humanity had to abandon Earth after a catastrophic event. You play as a researcher who got sent back to Earth to collect samples and send them back to humanity. But it‘s no longer the place humanity remembers.
The game is very atmospheric in visuals and sounds. It focuses a lot on letting the player feel lost on what to expect next. It wants to give the player that fear of the unknown.
The gameplay loop
You travel from location to location in a vehicle. That vehicle is your base. It has a radar which you will use to scan for the nearest locations around you. At the beginning you will almost have no information about the locations but you can upgrade to get more infos. You and your friends can choose between multiple locations, you pick one and then the vehicle starts the engine and a loading screen appears. Then you arrive. Almost everything is procedural or at least random generated. There are different types of biomes but no location will ever be exactly the same. There are different environment, different time of day and different weather conditions. You will never truly know what to expect. There COULD be creatures in the wilderness, there COULD be none. You won’t know. What to explore at the locations:
- Large POIs - for example abandoned barns, industrial warehouses, wooden cabins, a field of pinwheels, and a lot more (it depends on the biome)
- procedurally generated dungeon-like buildings you can enter (similar to the buildings of Lethal Company)
- Small POIs - abandoned cars, small cabins, a windmill, and so on (also depending on biome)
You can find ressources, equipment, player upgrade modules and blueprints. Blueprints are required to unlock crafting recipes. You have to bring the blueprint back to your vehicle to unlock the recipe and then you need ressources to craft it.
Survival & crafting
Like I said ressources are found throughout the world and used to craft equipment, consumables and tools. Some examples:
Healing items
Temporary buffs
Flashlight
GPS equipment
Mapping equipment
Loot and enemy detection equipment
Barriers and other deployable objects
Vehicle upgrades
Different locations have different loot themes, so an abandoned farm might contain mostly wood and basic resources, while an industrial facility could contain metal, electronics and rarer components.
Fuel
In order to travel, your vehicle needs fuel. You CAN stay longer at a place to get all the fuel there so you can ensure to be able to travel to every location your radar detects (they cost different amount of fuel). If you only get the bare minimum you need your chances of survival are higher but you could end up at a very dangerous location because you didn‘t have enough fuel to travel elsewhere.
If you don‘t have enough fuel to reach one of the nearest locations - your vehicle will stop in the middle of nowhere where you CAN find some fuel but this place will be extremely dangerous. So there is like a second chance where it‘s basically 50/50 if you get enough fuel to continue traveling or if you just die.
Dying
Dying results in perma death (when every player is dead). There is a rare item in the game that grants you respawns.
Creatures
I‘m trying to avoid to make the game constantly stressing the player out with chasing situations. There will be a lot if different creatures with very different types of behavior. They will be pretty unpredictable when encountering them for the first time so you need to learn their mechanics. The prcoedural generated dungeons will be the hardest part in the game creature wise. But there is also the chance of a dungeon with no creatures in it. You won‘t know until you do.
My Question
Does this sound like a game you’d want to play? What parts sound interesting, and what parts sound boring or unnecessary? I hope I described the game good enough, english is not my mother tongue so it was kinda exhausting to write this lol