Name

Dancefloors and Dragons

Word plan on Dungeons and Dragons, the granddad of Role Playing Game. Conveys our theme (Nightclubs + RPG Fantasy).

Subject to change.

Pitch

Experience what traditional RPG tropes would look in the modern age we live in. Put together a team a team of adventurers from a pool of options, defeat enemies to ascend floors and free the nightclub from the Unholy King's ghastly dance moves in this RPG Roguelike.

Genre

Role Playing Game with Roguelike elements.

(Roguelike Research)

Language

English

Age Rating

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/b02f2af3-2515-4535-85b4-d727ae3e917e/2000px-ESRB_2013_Teen.svg.png

As described in the ESRB website "Content is generally suitable for ages 13 and up. May contain violence, suggestive themes, crude humour, minimal blood, simulated gambling and or infrequent use of strong language." Perfect for the tone I envision the game having.

Platform

Windows, Mac and Nintendo Switch.

Windows and Mac: Where most of our core audience (roguelike players) plays.

Nintendo Switch: Due to the way the game works (run based gameplay) and its average duration, I think it would be something players would play while traveling. That can only be achieved on a mobile console and Nintendo Switch is the only current one.

The arguments used to justify the game being on Nintendo Switch could be used to justify developing it for mobile, however mobile games tend to be somewhat more casual than the experience we intend to create. Mobile games also have the limitation of screen resolutions and that could prevent us from expressing the theme as fully as we wish to.

While the experience we want players to feel could easily be achieved by a board game version of this game (as shown during the prototypes conducted), we are going to make a video game for career reasons.

We intend to use this project as a way to showcase our skills when applying for a job once we finish the course. It is much easier to send a download link of the game to a possible employer than arrange for a physical board game to be delivered. A video game also takes much less effort and setting up from a possible employer to experience, meaning that the amount of initial interest someone would have to feel to give it a go would be less and thus meaning that more people will do so. Once the project is finished, sending a download link to someone costs nothing as opposed to sending a board game that would have manufacturing and shipping costs per unit sent.