The proposed concept entails a competitive kart game that emphasises various events such as death match and capture the flag, rather than solely focusing on racing. As we aim to develop the core mechanics and establish proof of product, I recommend to first commence with low to medium graphics. Nevertheless, it is essential to ensure that the game's visual elements are consistent with the Illuvium universe.
Illuvials serve as characters that race the kart. Kart abilities are determined by the specific character. Under the hood (pardon the pun) all karts have the same specs, It’s the character's attributes that effect handling, top speed ect. This way we increase desire for Illuvials. To level the playing field karts are only upgraded aesthetically with unique and sometimes rare accessories.
Reasons for a Kart game:
- Streamlined development: The genre makes it easy to add new modes and features overtime, ie less spend.
- Low entry barrier: A racer could be played on a low spec machine and would be easier to port to mobile.
- Family-friendly genre: Kart racing fills a family-friendly genre with low skill entry.
- Customisation: A racer allows for numerous karts modifications, character accessories, skins ect.
- Competitive nature: Kart racing is great for leaderboards, team competitions, and esports events.
- Short addicting game loops: Racers can easily be picked up and played when players have a short amount of free time.
- Social behaviour: Racing games are a great way to compete with others and retain them within the ecosystem as they create teams and invite others to compete.
Weapons:
- Rockets: Instant kill, small blast radius
- Nukes: Instant kill, large blast radius
- Machine gun: Minor damage, no blast radius
- Bombs: Instant kill, small blast radius
- Spikes: Instant kill on contact
- Invincible field: Instant kill on contact, take no damage
- Mines: Instant kill, self-destruct after a timer