Chains of the Forgotten - Game Design Document
- Joshua Hawkins

- Nov 14
- 3 min read
Game Design Document
Title: Chains of the Forgotten
Type: Standalone Boss Fight Concept
Designer: Josh Hawkins
1. High Concept
Chains of the Forgotten is a climactic boss encounter built to showcase narrative-driven mechanics and visual storytelling in a short-form concept. The player faces a chained, spectral demon with bat-like wings and a cursed skull helm, a creature both terrifying and tragic. The battle is designed to reflect themes of imprisonment, fury, and acceptance, reacting to the player's actions in real time. This document serves as a portfolio showcase for enemy design, encounter planning, and thematic cohesion.
2. Genre and Platform
Genre: 2D Action-Platformer / Boss Rush
Perspective: Side-scrolling (pixel art style)
Platform: PC
3. Player Abilities
. Light Attack: Quick, low-damage combo (3 hits max)
. Heavy Attack: Slower, deals high damage and stuns the boss briefly
. Dash: Invincible movement through enemies
. Jump & Double Jump: Allows mid-air manoeuvrability
. Parry: Well-timed counter briefly exposes boss to critical strike
. Focus: Limited-use healing or energy channel, leaves player vulnerable
4. Boss Overview
Name: The Forgotten One
Visual Style: A dark, cloaked demon levitating midair, shackled in chains, with crimson wings and a glowing blue skull helm. Its presence is unsettling, simultaneously regal and cursed.
Theme: Punishment, Wrath, Redemption
Arena: A ruined ceremonial pit surrounded by hanging chains and scorched glyphs. Background silhouettes sway with each attack.
Lore: Once a guardian of ancient rites, the Forgotten One was condemned for defying the divine order. Bound by ethereal chains and haunted by betrayal, it lashes out at all who enter its domain, not to protect, but to test whether they, too, are worthy of punishment.

5. Boss Phases & Mechanics
Phase 1 - Shackled Fury:
. Attacks: Chain swipe, aerial dive, fire skull toss
. Behaviour: Flies above player, descending unpredictably
. Mechanic: Damaging the chains temporarily grounds the boss
Phase 2 - Wrath Unleashed:
. New Moves: Wing burst (pushback shockwave), double skull toss, spinning chain trap
. Reactive AI: Aggressiveness increases based on player’s healing and parrying frequency
. Visual Cue: Wing membranes glow red, chains rattle constantly
Phase 3 - Hollow Core:
. Mechanic: Chains break; boss becomes faster but takes more damage
. Attacks: Screech (screen shake), full-screen wing slam, homing skull
. Visual Cue: Blue skull flickers, boss appears unstable and flickering like a glitch
6. Difficulty & Scaling
Normal: Full fight with grace period between phases
Hardcore: No healing, reactive AI fully enabled, boss enrages at low health
True Ending Challenge: Player defeats boss without breaking all chains - unlocks alternate cutscene showing the demon’s past
7. Narrative Context
The player descends into an ancient prison said to contain a being that defied fate. Rumours speak of redemption, but only through fire. Dialogue fragments from the Forgotten One speak in riddles and regret: “Chains were mercy... I begged for silence.”
Victory doesn't just mean survival, it means understanding. Whether the player chooses to shatter the boss’s chains or not shapes the final lore.
8. Visual References
Blasphemous - Gothic pixel art atmosphere

Dead Cells - Movement fluidity and enemy design

Ender Lilies - Melancholy tone and tragic foes

Dark Souls III: Soul of Cinder - Finality and symbolic confrontation

9. Audio & Mood Direction
Phase 1: Echoing drums, slow melodic chanting
Phase 2: Deep percussion with chain clashing sounds, distorted ambient tones
Phase 3: All music fades, replaced with the boss’s breathing, wing flaps, and occasional distorted whispers
10. Design Goals
. Create a boss that is visually striking and full of symbolic weight
. Blend fast-paced gameplay with introspective themes of guilt and freedom
. Showcase how narrative and mechanics support each other
. Deliver a memorable, standalone concept fit for a polished portfolio piece



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