# Candy Cannon Survival (Gauntlet) — Game Design Document ## 1. High Concept A time-limited survival-collection arena mode where players move across a grid of colored tiles, collect mission-specific tiles for points, and survive a central NPC that fires candy cannon shots across the arena. Candy impacts turn cells sticky and unpassable. Players must keep scoring while the arena slowly becomes dangerous. The stage pressure escalates over 3 minutes. By the end of the round, around 80% of the playable arena is sticky candy, leaving only 20% safe space. ## 2. Core Fantasy Players feel like they are racing through a colorful board-game arena while the floor is being eaten by candy chaos. The round starts open and playful, then becomes tighter, more tactical, and more desperate as safe routes disappear. ## 3. Game Mode Summary | Property | Value | |---|---| | Mode Name | Candy Cannon Survival | | Round Duration | 3 minutes | | Recommended Players | 4–8 | | Arena Type | Cell/grid-based arena | | Primary Goal | Score points by collecting mission-required colored tiles | | Secondary Goal | Survive until the timer ends | | Main Hazard | Central NPC candy cannon creates sticky unpassable cells | | Player Interaction | Smack/sabotage other players into danger | | Comeback Tool | Cleanser power-up after completing 2 missions | ## 4. Recommended Arena Setup | Metric | Value | |---|---| | Arena Size | 20×20 cells | | Total Cells | 400 | | Central NPC footprint | 3×3 = 9 cells | | Playable Cells | 391 | | Target sticky coverage (3 min) | 80% = 313 sticky cells | | Remaining safe cells | 78 | ## 5. Arena Layout - Grid: 20×20 square grid - Each cell contains a colored tile - Center 3×3 area occupied by Candy Cannon NPC (permanently blocked) - Player spawns near outer edges / corners - Mission tiles distributed across arena **Spawn positions:** - 4 players: top-left, top-right, bottom-left, bottom-right outer quadrants - 6–8 players: side-edge and corner-adjacent spawns ## 6. Candy Cannon NPC - Position: Exact center, 3×3 cell area - Fires candy cannon shots at cells - Impacted cells become **sticky** ### Sticky Cell Rules - Cannot be passed through - Cannot be collected from - Traps players who step onto it - Traps players pushed into it - Remains sticky until cleansed or round ends ### Player Hit Rule - Direct hit → player is **trapped** (not eliminated) - If they have Cleanser, they may escape - Without Cleanser, they are out of active play ## 7. Candy Cannon Timing & Math - Cannon fires **one volley every 5 seconds** - Each volley: **5 shots** at different target cells - 180 seconds / 5 = **36 volleys** - 36 × 5 = **180 total impacts** ### Telegraph - **1 second** telegraph before impact (pink glow, syrup preview, charge sound, final flash) ### Impact Size Mix (full round) | Size | Chance | |---|---| | 1×1 (1 cell) | 35% | | 1×2 (2 cells) | 50% | | 2×2 (4 cells) | 15% | ### Phase-Based Volley Pattern | Time | Shots | Mix | Purpose | |---|---|---|---| | 0:00–1:00 | 5/volley | Mostly 1×1, 1×2 | Slow arena pressure | | 1:00–2:00 | 5/volley | Mostly 1×2, some 2×2 | Route cutting | | 2:00–3:00 | 5/volley | More 2×2 | Strong endgame pressure | | Phase | 1×1 | 1×2 | 2×2 | |---|---|---|---| | 0:00–1:00 | 60% | 40% | 0% | | 1:00–2:00 | 30% | 55% | 15% | | 2:00–3:00 | 15% | 55% | 30% | ## 8. Cannon Targeting Logic — Controlled Chaos | Chance | Target | |---|---| | 60% | Non-sticky area near a player | | 25% | Non-sticky area blocking common routes | | 10% | Random non-sticky area | | 5% | Previously sticky / semi-blocked (chaos) | ### Anti-Unfairness Rules - Do not target same player twice in a row - Do not place 2×2 directly on a player without warning - Do not fully seal all exits from a pocket (except final 30s) - Maintain at least one path from each active player to a safe region when possible ## 9. Telegraph System - **1 second** warning before impact - Target cell glows pink/candy color - Shadow or syrup splash preview - Impact sound charges up - Final 0.2s flash before landing ## 10. Sticky Trap Rules - Step onto sticky cell → **trapped** - Cannot move normally - Escape only via Cleanser - Direct cannon hit → trapped (Cleanser may save) - Pushed into sticky → trapped (pusher rewarded indirectly) ## 11. Cleanser Power-Up | Property | Value | |---|---| | Unlock | Every 2 completed missions | | Effect | Move up to 5 cells through sticky candy | | Cleanse | Crossed sticky cells become passable again | | Ends | After 5 cells or when stopping on a safe cell | | Inventory limit | 1 | | Cannot activate | While stunned | | Activation delay | ~0.3 seconds | ## 12. Smack / Sabotage Mechanic | Property | Value | |---|---| | Smack energy refill | 8 seconds (full bar) | | Smack activation | Model turns pink for 3 seconds (charged state) | | Trigger | Target enters range during charged state | | Cancel | No target within 3s → energy consumed, no effect | | Effect on hit | Target pushed **3 cells** away, stunned after landing | | Sticky landing | Target trapped on first sticky cell touched | ### Smack Clash Rule - Two players activate smack simultaneously, both in range → **both smacked, both stunned, no push, both bars consumed** - Stun duration for clash: **1.0 second** ## 13. Win Condition - Highest score at end of 3 minutes wins - Trapped/eliminated players keep earned score - Surviving players receive survival bonus ## 14. Flow Phases ### Phase 1 — Open Arena (0:00–1:00) - Collect tiles, understand mission - Slow candy pressure (1×1, 1×2 mostly) ### Phase 2 — Route Pressure (1:00–2:00) - Candy shapes arena - Smack becomes dangerous - Cleanser used strategically - 1×2 and 2×2 shots common, targeting near players/paths ### Phase 3 — Survival Endgame (2:00–3:00) - Arena mostly sticky, safe zones limited - Secure final points or focus survival - 2×2 shots frequent, rare 1×3 line shots possible - Aggressive route-blocking allowed ## 15. Balance Recommendations (Starting Values) | System | Value | |---|---| | Arena size | 20×20 | | NPC size | 3×3 center | | Round duration | 180 seconds | | Cannon interval | 5 seconds | | Telegraph duration | 1 second | | Target sticky coverage | 80% playable cells | | Smack charge window | 3 seconds | | Smack push distance | 3 cells | | Smack energy refill | 8 seconds | | Stun duration | 1.0 second | | Cleanser unlock | Every 2 completed missions | | Cleanser movement limit | 5 cells | | Cleanser inventory limit | 1 | ## 16. Risk Areas & Solutions | Risk | Solution | |---|---| | Arena impossible too early | Reduce early 2×2 shots; preserve escape paths | | Smack too strong | Increase refill to 10s; reduce push to 2 cells; brief invuln after smack | | Cleanser too weak | Increase movement to 6 cells; clear adjacent cells | | Cannon feels random/unfair | Readable telegraphs; avoid targeting same player; avoid full enclosure before final 30s | ## 17. Prototype Setup - Arena: 20×20 - NPC: 3×3 center - Players: 4 - Round time: 3 minutes - Cannon interval: 5 seconds - Volley size: 5 shots - Telegraph: 1 second - Impact pattern as defined in Phase-Based table above - Smack refill: 8s / window: 3s / push: 3 cells / stun: 1s - Cleanser: every 2 missions / 5 cells movement / hold 1 ## 18. Design Notes - Mode is about **choosing** when to score, sabotage, save Cleanser, or abandon a mission - Cannon creates **pressure**, not instant failure - Smack creates **player-driven danger** - Cleanser gives **recovery** and rewards brave play near danger - Emotional curve: playful collection → tactical routing → chaotic survival