This Game Design Document (GDD) aims to provide a comprehensive blueprint of the Progression and Rewards that players will acquire in the game Tribe of the Accord.
Health is restored through materials drawn from nature rather than medicine or magic. Players collect Amber Fragments from the environment and living creatures, gradually forming concentrated restorative items such as Amber Seeds and Heart Amber. Each item represents preserved life energy.
Common drops that naturally accumulate during exploration or minor combat. Five fragments condense into a single Amber Seed.
Medium Enemies & Chests
Amber Seed
Guaranteed reward that immediately restores one Health PIP.
Bosses & Chests
Heart Amber
Full Health PIP replenishment; typically discovered as boss rewards or within a hidden/secret chest.
Players gather amber fragments passively while exploring or fighting, allowing steady progress toward guaranteed healing upgrades without a dedicated grind.
Small piece of hardened sap that carries potential energy.
Cannot heal on its own; five fragments automatically form one Amber Seed.
Tier II
Amber Seed
Concentrated resin pearl created from five fragments.
Restores one Health PIP on use and can be activated mid-combat.
Tier III
Heart Amber
Large crystallized core of pure resin found whole in the world.
Fully replenishes all Health PIPs; rare and often secured within chests.
Each tier scales in rarity and potency so players naturally advance toward higher-value heals as they explore deeper regions without crafting interfaces or manual conversions.
Amber Fragment: A dormant resource that automatically accumulates; once five are collected, they convert into one Amber Seed in the inventory.
Amber Seed: Instant-use consumable that replenishes one Health PIP and can be triggered at any time.
Heart Amber: Full-health restoration item that is used instantly upon activation, refilling all Health PIPs; preserved as a complete artifact rather than crafted.
Healing items never function as currency—they are sacred, life-bound resources.
Fragments operate as the singular, universal currency representing the physical remnants of life’s cycle. Each Fragment can be formed from bone, chitin, or hardened resin, and while the color varies to reflect its origin, every piece shares identical value and shape. Fragments are spent exclusively on combat-oriented Boons, and there is no crafting or conversion, players simply collect and spend them.
Pickup feedback includes a subtle “tink” sound, dust particles, a small flash of light, and a smoothly incrementing HUD counter with a fade-in “+Fragments” notification.
These are all of the abilities that Adira will acquire during the playthrough. Abilities are defined as gameplay mechanics that change the moment to moment gameplay and allow players to have more options when interacting with the game.
Spear is the primary weapon of Adira, and the abilities are shaped around this weapon.
The Charged Spear Attack allows the player to charge their spear by holding the attack button, gathering energy for a powerful forward thrust. The attack can pierce through multiple enemies or objects, dealing increased damage.
Gameplay Role
The Charged Spear Attack is a combat ability that rewards players for timing and precision. It is useful in combat, offering players a versatile tool for dealing with crowds, breaking barriers, or defeating stronger enemies.
Unlock Conditions
TBA till narrative is finalized. But we want this ability to be unlocked 10-20% into the game
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Control/Inputs
Hold (X) or (Square) to charge attack. Charge up time is 2 seconds
Modifiers
TBA
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Art & Animation
This section describes the art and animation that would be needed for the ability.
Initiation
(once SPEAR THROW is done and input has been registered) Adira will give a hard tug on the rope.
Activation
The player pulls the spear back, and the spearhead begins to glow faintly. As the charge increases, the glow intensifies, and particles of energy surround the spear tip. The player’s stance becomes more focused and tense.
Execution
Upon release, the player thrusts the spear forward in a quick, powerful motion. The spear leaves a trail of glowing energy behind it as it moves forward. Enemies hit by the attack show a brief impact flash.
Cooldown
After finishing the move, Adira returns to an idle stance.
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Technical Specs
These are the technical foundations for the ability.
Range
200, Subject to playtesting
Damage
50, subject to playtesting
Cooldown Time
No such cooldown time.
Energy Cost
30, subject to playtesting
Hitbox Details
As per the animation of the charged speed
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Audio Specs
These are the sound effects we would need for the ability.
Activation
A faint humming noise that increases in intensity as the charge builds up.
Execution
A sharp, stabbing sound as the spear thrusts forward, followed by a satisfying impact noise if it hits enemies or objects. A smooth slicing sound when the spear passes through multiple enemies or objects.
Impact
A skidding sound as it comes to a halt
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VFX
These are the visual effects we would need for the ability.
Activation
A circular smoke forms around Adira starts forming around Adira.
Execution
The smoke circulates and converges towards the center and a small dust cloud appears before she launches off. The launching has some speed lines as well.
Impact
Every time an enemy is hit, it makes a jabbing sound.
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Special Case
The attack is cancelled if the button is released before the charge is complete.
Fail Cases
TBA, subject to playtesting.
Synergies
TBA
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Ability Progression
Abilities could have gameplay related upgrades, they will be listed here.
The Spear Throw ability allows the player to hurl their spear over a distance to hit enemies, interact with environmental objects, or trigger distant switches.
Gameplay Role
Primarily a combat tool, this ability also serves as a method of interacting with objects from a distance. It is ideal for targeting enemies before they close in on the player, and for solving puzzles that require hitting objects or switches in hard-to-reach places.
Unlock Conditions
TBA till narrative is finalized. We want this to be introduced at the start or 10% into the game.
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Control/Inputs
Use analog stick to activate aiming mode, choose direction to shoot using analog stick, RT to shoot.
Modifiers
TBA
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Art & Animation
This section describes the art and animation that would be needed for the ability.
Initiation
Right after the analog stick is moved, Adira will pull her spear back and get in the throwing position.
Activation
Upon activation, the player character plants the spear into the ground or designated point.
Execution
Upon release, the character throws the spear in a fluid motion while moving a little forward so it feels like she is using her body's momentum. The spear flies in a straight line with a trail of energy behind it.
Cooldown
After the throw, the character briefly returns to an idle stance.
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Technical Specs
These are the technical foundations for the ability.
Range
400, Subject to playtesting
Damage
50, subject to playtesting
Cooldown Time
After throw, until Adira returns to idle animation which would be around 0.5 seconds. After that, she can't throw the spear until she goes and collects it from the enemy.
Energy Cost
20 points, subject to playtesting
Hitbox Details
The tip of the spear is the only hitbox, but the rest of the spear does not have a hitbox.
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Audio Specs
We will need some juicy sound effects to land the punchyness of the spear throw because it is one of the core abilities.
Activation
A slight whoosh while pulling the spear back.
Execution
A fast swoosh as the spear flies through the air. 2 slightly different SFX for each to have some variety.
Impact
This will need multiple effects - a thud for when the spear hits the ground or an enemy that has frontal defence. A meat cleaving sound for if it hits flesh of an enemy. 2 slightly different SFX for each to have some variety.
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VFX
What is said about the audio can also be said about the VFX - we need it JUICY.
Activation
NO VFX needed.
Execution
Speed lines around the spear.
Impact
Small dust cloud or sparks and a small pinch on the impact location if the spear has the potential to stick in, depending on the surface. Add variation for smokes to have variety
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Special Case
If, during the Activation phase of the animation, players are hit by enemies/traps, they will be stopped.
Fail Cases
If the player throws the spear into the pit, it is an immediate fail state and the spear will return to the nearest surface where the player has to collect it from. Subject to change based on playtesting.
Synergies
TBA
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Ability Progression
Abilities could have gameplay related upgrades, they will be listed here.
Upgrade 1
An ability that stuns every enemy if Adira charges it enough.
The Pole Vault ability allows the player to leap over gaps, obstacles, or enemies by using their spear as a vaulting pole. It serves both as a traversal tool and an evasive maneuver in combat.
Gameplay Role
Primarily used for traversal, enabling the player to cross wide gaps or evade enemy attacks. It can also be used to quickly reposition in combat scenarios.
Unlock Conditions
TBA till narrative is finalized. We want this to be introduced 20-30% into the game.
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Control/Inputs
Press B or RT (subject to change based on further design decisions). Need to be running/moving to activate. Input doesn't work if not moving.
Modifiers
TBA
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Art & Animation
This section describes the art and animation that would be needed for the ability.
Initiation
(once moving) Adira will stab the spear in front of her and jump towards it while launching herself into the air.
Activation
Upon activation, the player character plants the spear into the ground or designated point.
Execution
The player character vaults over the gap or obstacle, with a smooth, high-reaching leap animation. The player flips mid-air for added style. Maybe we could have 2-3 flip variations for variety.
Cooldown
After landing, the player regains their stance, transitioning smoothly back to their walking or combat-ready position.
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Technical Specs
These are the technical foundations for the ability.
Range
100, but Subject to playtesting
Damage
NA
Cooldown Time
0.5 seconds, subject to playtesting. Adira can instantly roll the moment she lands. We won't tutorialize it, but it will be a mechanic for those who want to discover it
Energy Cost
20 points, subject to playtesting
Hitbox Details
There will be i-frames/avoid frames on the pole-vault for small-large enemies. The pole vault will be blocked by aerial enemies or XL sized enemies. In case of enemy attack, Initiation and Cooldown are the only times Adira can be hit.
Damage
NA
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Audio Specs
We will need some juicy sound effects to land the punchyness of the pole vault because it is going to be one of our biggest HOOKS.
Activation
A crunchy thud as the spear is planted into the ground or object.
Execution
A soft whoosh sound as the player leaps into the air.
Impact
A light landing thud as the player touches down on the other side.
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VFX
What is said about the audio can also be said about the VFX - we need it JUICY.
Activation
A dust cloud kicks up when the spear is planted, and a brief wind trail follows the player as they vault.
Execution
Speed lines/mist around Adira's body when she is twisting.
Impact
Small dust clouds or sparks appear upon landing, depending on the surface.
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Special Case
If, during the Activation/Execution phase of the animation, players collide with walls, aerial enemies or XL sized enemies, they will be stopped. One addition can be that they get stunned in such cases and open to attack. This is to limit people from blindly spamming the ability outside of stamina needs.
Fail Cases
If the player pole vaults into a pit, it is an immediate fail state. Subject to change based on playtesting.
Synergies
TBA
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Ability Progression
Abilities could have gameplay related upgrades, they will be listed here.
The Spear Hookshot allows the player to throw their spear with an attached rope, which can latch onto objects or enemies. Depending on the size and weight of the target, the player can either pull the object towards them or get pulled towards the object, enabling traversal or getting into advantageous positions against enemies.
Gameplay Role
This ability serves both as a traversal/puzzle solving tool and combat instrument. It enables players to pull distant objects/enemies towards them or vice versa depending on the size of the target. It can also be used in combat to pull enemies toward the player or vice versa.
Unlock Conditions
TBA till narrative is finalized. But we want this ability to be unlocked 40-50% into the game
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Control/Inputs
Once the spear is thrown, press B or RT after spear lands. Subject to change based on playtesting. If the input is do the spear hits a valid object, it latches on and initiates either a pull or a drag, depending on the object’s size.
Modifiers
TBA
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Art & Animation
This section describes the art and animation that would be needed for the ability.
Initiation
(once SPEAR THROW is done and input has been registered) Adira will give a hard tug on the rope.
Activation
After initiation, Adira will pull herself towards target or get pulled. If she gets pulled, she does a twist/flip like movement. (reference Sekiro's grapple mechanic)
Execution
Upon target reaching Adira/Adira reaching target, depending on the object/enemy size, the moving object would come to a stop in a decelerating motion right in front of the target object.
Cooldown
After decelerating, the character/object returns to an idle stance.
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Technical Specs
These are the technical foundations for the ability.
Range
400, Subject to playtesting
Damage
NA, subject to playtesting
Cooldown Time
After hookshot, until Adira returns to idle animation which would be around 0.5 seconds. After that, she can't throw the spear until she goes and collects it from the enemy.
Energy Cost
20 points, subject to playtesting
Hitbox Details
The tip of the spear is the only hitbox. The rest of the spear shall not be considered a hitbox.
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Audio Specs
These are the sound effects we would need for the ability.
Activation
A slight whoosh while pulling the spear back.
Execution
A fast swoosh as the spear flies through the air. 2 slightly different SFX for each to have some variety.
Impact
This will need multiple effects - a thud for when the spear hits the ground or an enemy that has frontal defence. A meat cleaving sound for if it hits flesh of an enemy. 2 slightly different SFX for each to have some variety.
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VFX
These are the visual effects we would need for the ability.
Activation
NO VFX needed.
Execution
Speed lines on moving object.
Impact
NA
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Special Case
If, during the Activation phase of the animation, players are hit by enemies/traps, they will be stopped.
Fail Cases
If the player throws the spear into the pit, it is an immediate fail state and the spear will return to the nearest surface where the player has to collect it from. Subject to change based on playtesting.
Synergies
TBA
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Ability Progression
Abilities could have gameplay related upgrades, they will be listed here.