Really just rough notes, I am not one for formal design documents. Prototyping will steer this process inshallah.

Mechanic

Play as an Orca sinking the yachts of the wealthy while protecting boats full of migrants and aid flotillas.

Top down 2D physics "bumper cars" (rendered in 3D, played in 2D)

Can call "interspecies solidarity" (i.e. a super/ultimate weapon mechanic) for aid from various allies.

Played on three layers

  1. Below Surface Under boats and obstacles, low speeds
  2. Surface Boats, yachts, obstacles (rocks etc), medium and high speeds
  3. Air Police helicopters, orca jump

Input

Touch swipe or rollerball roll to indicate the direction and speed the Orca should swim in. Where you are in the speed range controls other aspects of the Orca

  1. Lower-third Orca is under water, cannot do damage, but safe from attack, can avoid obstacles, easy to control
  2. Middle-third Orca is swimming on the surface, can bump other boats around, do damage, medium difficulty to control
  3. Top-third Orca is swimming fast on the surface, delivers deathblows / will jump out of water and body slam yachts, harder to turn and control

I think the play will be in controlling speed, bumping enemies around into a position where you can take a long running start to smash them into pieces.

Aesthetic

Over the top leftist agitprop.

Stuff

Balance Tables

Unit Air Surface Subsurface
Enemies
Yacht X
Police Boat X
Police Helicopter X
Police Sub X
Allies
Giant Squid X X
Ghosts X
Gulls X