# Game Design Ideas & Mechanics ## 1. Demo & Monetization Structure * **Trial Version Badge:** The game displays a "Trial Version" badge. It records the date when the user first downloaded/started the demo. * **"Purchase Full Game" Trigger:** A UI prompt (badge) appears, encouraging the player to buy the full version. * **Limited Progression (The "Hook"):** * **Housing:** In the demo, you can only upgrade from a **Sleeping Bag** to a **Tent**. You *cannot* build the wooden cabin or better houses. This makes the difference between Demo and Full Game very obvious and painful (motivation to buy). * **Hoarding:** Players CAN hoard materials and loot as much as they want. This is key: "I have so much stuff, I don't want to lose it!" * **Endless Sandbox Demo:** The demo has **NO time limit**. The player can play forever. * **The Trap (Hoarding):** Since there is no end, the player can build infinite storage chests and hoard massive amounts of resources. They invest hundreds of hours gathering materials. * **Restrictions:** * **No Story:** The plot does not advance. * **Zombie Limit:** Only ONE basic zombie type appears. It does not level up, evolve, or get harder. It becomes boring/easy eventually. * **Housing Cap:** Stuck at "Tent" level forever. * **The Payoff:** When they finally buy the game, they unlock the Story, evolving Zombies, advanced Building, and keep ALL their thousands of gathered resources to instantly jump-start the real game. * **Day Count Legacy:** If a player grinded for 200 days in the demo, they start the full game on **Day 200**. They keep their "time served," but the game logic treats it as the moment they finally "start living" and expanding beyond the basic survival grind. * **Achievements (Steam):** * **"Stubborn Survivor" (Trmasti preživeli):** Awarded if the player reaches Day 200 *within the demo version*. * **Unique Reward:** A special **Statue** placable in the full game to commemorate their persistence. ## 2. Advanced Zombie Mechanics * **Camouflage/Disguise:** Zombies can disguise themselves as farmers/NPCs. * *Visuals:* A zombie wearing farmer clothes. * *Mechanic:* They appear friendly until the player gets within a certain radius, then they reveal their true nature and attack. This adds tension and paranoia. ## 3. Environmental Hazards: Toxic Fog * **Nature:** A purple/toxic cloud or explosion event. * **Mechanic:** * The fog spreads over time (e.g., expanding daily). * **Choking Damage:** Entering the fog causes the player to choke (take damage). * **Counter-play:** The player needs to build/acquire "Fog Sensors" or filtration systems to navigate or clear it. * **Environmental Expansion:** The fog might block off new biomes or areas. Clearing it or surviving it allows map expansion. * **Zombie Synergy:** Zombies might be able to spread this fog or be buffed by it. ## 4. UI Enhancements * **Day Cycle Notification:** A prominent "Day X" text appears in the center of the screen at the start of each new in-game day. * **Tracking:** Shows the total number of days survived. ## 5. World Building & Navigation * **Signage:** * Directional signs pointing to major locations: "Town", "Forest", "Mines", "Biomes". * Warning signs ("Danger", Skull) for hazardous areas. * **Infrastructure:** * Cables/Wires: Used for connecting machinery or sensors (fog sensors?). * **Obstacles:** * Thorns/Brambles: Block paths, requiring specific tools (upgraded machete/scythe) to clear. * **Mines:** * "Death Valley" (Dolina smrti) mine entrance. * Progression: Needs better equipment to enter deeper levels. ## 6. Waste Management & Recycling * **Dumpster/Container:** * **Placement:** Must be placed away from the main farm (smell/hygiene). * **Scavenging:** Raccoons raid it for food. Friendly zombies can search it for "smart items" (blueprints, rare parts). * **Composting:** * **Structure:** Wooden Compost Bin. * **Input:** Spoiled food, dead plants, organic waste. * **Output:** Fertilizer (Manure) to boost crop growth. ## 7. Zombie Housing (Resting Spots) * **Structure:** Simple open grave (hole in the ground) with a memorial plaque or wooden cross. * **Mechanic:** Serves as a "spawn point" or resting bed. When a friendly zombie is tired, it retreats into this hole to sleep and recover energy. * **Construction:** Easy to build – just dig a hole and place a marker.