// Restricted — Internal Design Review Do not distribute outside the house
File No.6741
DisciplineHorror / Co-op UX
Date2026.06.08
StatusPre-build
ReviewedSr. Game Design

Concept Review & Design Direction

6741

A browser co-op survival horror — design critique

There are four of you. One of you doesn’t belong.
Reviewer’s Note

The concept is strong and the tagline is a genuine hook — the skinwalker is a top-1% horror idea. The risk is not ambition; it’s that the MVP as written can ship without ever being scary. A single zombie in a dark maze, fear that only fires when that zombie is on-screen, and a two-key fetch quest will read as a chore, not a haunting.

VERDICT: Proceed — but move three things to the center of the MVP: the house as the enemy, fear as a constant resource, and forced separation. Notes below by your own label system. Scope is the real danger.

01

Critical Design Risks

Read first

What could make 6741 boring, unfair, confusing, or unbuildable.

02

Recommended MVP Improvements

Scarier, same scope

Higher tension without growing the build — most reuse systems already planned.

03

Player Experience Improvements

Pacing & teamwork

Shape the run so tension rises, breaks, and climaxes.

04

Character Design Improvements

Joe · Billy · Bob · PhilBillyBob

Make the four distinct through interdependence, not just stat sliders.

05

House / Level Design Improvements

The house is the enemy

Make it feel alive, navigable, and replayable on a modular budget.

06

Fear System Improvements

Fear as a resource

Decouple fear from the zombie and make it change decisions, not just visuals.

07

Skinwalker Design Improvements

Phase 2 — design now

The signature feature. It must be fair, learnable, and social — not a coin flip.

08

MVP Scope Warnings

Cut before you commit

What should not be in the first playable build.

09

Questions Before Build

Answer to unblock

Only the questions that must be resolved before implementation begins.

  1. Engine: Unity/C# or Godot/GDScript?The two briefs conflict. Nothing can start until this is locked.
  2. Is voice chat inside the MVP gate, or a later milestone?Also conflicts between briefs. Changes the scope by weeks and adds live ops.
  3. Target session length — 10, 20, 30 minutes?Drives map size, key spacing, and the fear-pacing ramp.
  4. Is the true design target 2 players, or 3–4 with 2 as a fallback?Changes revive math, separation pressure, and the skinwalker’s viability.
  5. Can players ever harm each other (friendly fire)?Decides whether skinwalker accusations can be lethal — and whether griefing is possible.
  6. What does failure feel like — full wipe and restart, or a softer retry?Sets how punishing the loop is and how players treat risk.
  7. What is the performance floor — minimum laptop/GPU at 60 FPS? Is mobile browser ever in scope?Caps the entire art and post-FX budget.
  8. How far does the horror go — gore, jump scares, audience/age rating?Affects content, store eligibility, and whether an age gate is needed.
  9. Is browser localStorage the only persistence forever, or accounts later?Shapes the privacy stance for future skinwalker voice data.
  10. Who owns the art pipeline after MVP, and what’s the budget?The modular kit and characters need an owner before custom art begins.
// End of File — 6741 Property of 6741  ·  One of you doesn’t belong