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Chains of the Forgotten - Game Design Document

  • Writer: Joshua Hawkins
    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.



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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

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Dead Cells - Movement fluidity and enemy design


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Ender Lilies - Melancholy tone and tragic foes


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


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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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