Fall Guys x Splatoon x Micro Machines — paint-coverage-as-loadout blob racer. GDD.md is the review artifact: feature tiers, draft 7-colour buff table, tech recommendation (web-first three.js+Rapier), milestones, Opus 4.8 lanes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
107 lines
6.2 KiB
Markdown
107 lines
6.2 KiB
Markdown
# GLOBBO — paint-buff blob racing
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*Captured 2026-07-17. Raw idea, pre-design.*
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## Elevator pitch
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Fall Guys × Splatoon. Friendly white blobby dudes (Michelin-man-ish, fewer rolls)
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race a giant absurd Rube-Goldberg obstacle course. Paint cannons along the course
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spray colour; whatever sticks to you matters — **your relative % coverage of each
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colour is your buff/skill loadout**. The course paints you, and being painted
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changes how you play the course.
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## Core mechanic — paint as loadout
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- 7 primary colours, each mapped to a buff/effect (e.g. mostly-red = on fire /
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speed burn, blue = ?, green = ?, etc.)
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- Buffs scale with (or unlock at) **relative % of total coverage** — probably a
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minimum threshold so trace splatter doesn't flicker buffs on/off.
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- **Secondary blends**: adjacent colours mix (red+yellow zones on your body, or
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overall ratio ≈ orange) → way more permutations than 7. Mastery = deliberately
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building a blend, not just grabbing one colour.
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- Course gives repeated chances at each colour → routing decisions: detour for
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the paint you want vs. straight line.
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## Counterplay / paint economy
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- **Detergent bubbles** on course: cleanse (full or partial?) — reset a bad mix.
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- **Bumping other players smudges paint off/onto each other** — contact matters,
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griefers can wipe your carefully built loadout, or you can steal/share colour.
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- Open Q: does smudging transfer colour (I take some of yours) or just remove?
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Transfer is funnier and more strategic.
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## Tone / physics
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- Gravity-heavy, Rube-Goldberg-esque, out-of-scale props (comically huge and
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tiny things) — absurd and funny, not sweaty.
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- Blob physics: soft-body wobble is half the comedy (see Fall Guys, Gang Beasts,
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Human Fall Flat).
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## Course as machine (the extra Rube Goldberg twist)
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- **Players are the marbles**: contraptions are triggered by blobs, not timers.
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See-saw → boot → bucket → conveyor → paint dump on the tunnel below. Everyone
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upstream is constantly (accidentally or deliberately) rigging the course for
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everyone downstream.
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- **Paint = weight**: coverage adds mass. Heavy blobs sink pressure plates and
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tip see-saws but wobble slower / launch shorter. Merges the paint system and
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the contraption system into one — route for colour *and* for mass, and
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detergent bubbles become tactical weight-drops, not just buff-resets.
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- **Colour-keyed machinery**: some mechanisms only respond to a blob of their
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colour (mostly-green blob turns the green valve → shortcut opens for them and
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anyone tailgating). Emergent temporary alliances, no UI.
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- **The course remembers**: triggered contraptions stay tripped / reset slowly;
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sprayed paint lingers on surfaces as slip/grip zones (Splatoon-style). The
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back of the pack races a messier course than the leaders — chaos as natural
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rubber-banding.
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- **Readability rule**: every chain reaction telegraphs for ~0.5s (winding
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gears, teetering buckets) so getting flattened reads as funny/earned, never
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random. Random deaths are what make ragdoll racers rage-inducing.
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## Scale play (environment scale as a mechanic, not just art)
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- **Scale zones**: shrink sections where you race *inside* the machine (marble
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runs, domino chains, between gears); giant sections where you stomp over a
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model town and the tiny racers dodge your footsteps.
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- **A colour controls size** (e.g. purple = grow, pink = shrink) — plugs into
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weight/contraption systems: big = heavy, triggers plates, blocks paths, easy
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paint target; small = light, pipe shortcuts, hard to hit, flung far.
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- **Paint stretches with you**: growing dilutes coverage % (surface area up,
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paint spread thin, maybe flakes off for others to grab); shrinking
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concentrates it. Size trades directly against your buff loadout.
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- **Players as course furniture**: a giant blob is a platform/obstacle/
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counterweight for tiny blobs — the machine incorporates the players.
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- Prior art: Superliminal (perspective scale tricks), Katamari (scale
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escalation), Grounded (tiny-scale traversal).
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## Physics zones & surfaces (everything is goo/viscosity)
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- **Gravity switches**: contraption outputs, not fixed — a lever flips gravity
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for a zone. Heavy painted blobs slam to the new floor, light clean blobs
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drift. Ceiling-running through upside-down oversized rooms.
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- **Underwater**: buoyancy = inverse weight. Clean blobs float across the top
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(fast lane), paint-heavy blobs sink (slow lane, better pickups?). Water
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slowly rinses paint — underwater shortcuts cost loadout.
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- **Zero-g / space**: momentum pinball; paint floats as wobbly globs in the
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air — fly through one to wear it. Mid-air coating unique to zero-g.
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- **Honey**: slow but sticky = climb walls/ceilings. Traversal tool.
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- **Oil**: fast, no steering, luge. Fire-buff blob crossing oil ignites a
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trail behind them — emergent trap-laying.
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- **Mud = anti-paint**: coats you brown, masks colours, suppresses buffs until
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washed off. The debuff you wear; makes water sections double-edged.
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- Theme glue: players are goo, environment fights back with other goo. One
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coherent viscosity playground, not a gimmick grab-bag.
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## Open questions
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- Buff table for the 7 primaries + which blends do what.
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- Threshold model: min % to activate? dominant-colour-only? top-2 blend?
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- Is 100% one colour a super-state ("all red = on fire") with a downside
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(visible, targetable, one bubble ruins you)?
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- Player count / real-time netcode (Fall Guys did 60; soft-body + paint sim +
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50 players online is the hard engineering problem).
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- Does paint also affect the *course* (Splatoon-style ink on surfaces = grip /
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slip zones) or only the player?
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- Anti-cheat from day one — cheating is literally what soured Fall Guys.
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## Prior art
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- **Fall Guys** — the racing/format template (the game John couldn't name).
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- **Splatoon** — paint identity, coverage %, but coverage is territory not self.
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- **Micro Machines / Re-Volt / Toy Commander** — out-of-scale courses: tiny
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racers in giant everyday environments (breakfast tables, supermarkets, a
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whole house). The scale-absurdity tone reference.
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- (Not these but adjacent: Army Men, Toy Soldiers — toy-scale combat, not racing.)
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- Key novelty: coverage is measured **on your own body** and is your skill kit.
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