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Custom Hero Survival — Game Design Document

GDD for a Minecraft-based PvE/PvP hybrid featuring 19 hero classes, a wave-based combat system, probabilistic item combining, and a live betting duel system.

Game DesignPvE/PvPSystems DesignBalance

Custom Hero Survival — Game Design Document

Genre: PvE Wave Survival with PvP Duel System
Platform: Minecraft (Java Edition, custom server)
Mode: 1–12 players (solo / team)
Session Length: ~25–45 minutes per run


Overview

Custom Hero Survival is a class-based wave defense game built on Minecraft. Players select a hero from 19 classes across four archetypes — Warriors, Archers, Tanks, and Summoners — then survive escalating monster waves while competing in mid-run PvP duels for gold and ranking.

The design centers on meaningful class differentiation: each hero has a unique stat baseline, growth curve, and two abilities, making team composition and individual item selection feel distinct between runs. A probabilistic item-combining system adds depth without requiring perfect information.


Core Loop

Hero Selection → Wave Combat → Item Selection → Duel
        ↑                                          ↓
    Gold Spend ← ← ← ← ← ← ← ← ← ← ← ← ← ← Betting

Players receive 5 item selection opportunities during a run (waves 1×2, 3, 6, 9), each offering 10 options. Items combine probabilistically — players can stack effects but must account for diminishing returns and caps.


Hero Roster

Archetypes & Classes

ArchetypeClasses
WarriorsNinja, Assassin, Troll, Predator, Legionnaire, Faceless
ArchersWanderer, Zeus, Medusa
TanksAlchemist, Butcher, Spartan, Porcupine, Berserk
SummonersGargoyle, Zombie, Werewolf, Illusionist, Hunter

Stat System

Each hero has four base stats and unique per-level growth rates, creating different power curves across a run.

StatPer PointCap
Damage+0.5%
Speed+1.0%
Health+5.0%
Critical Damage+% (item)500% (×5)
Evasion+% (item)10%
Vampirism+% (item)30%

Design Note: Caps on secondary stats prevent degenerate one-stat builds while keeping those stats meaningful investments. Warriors and Assassins can realistically reach the crit cap; Tanks typically max evasion instead.


Item System

Item Combining Formula

When two items with the same effect are stacked, diminishing returns apply using a combining formula:

Combined% = 1 - (1 - A) × (1 - B) × ... × (1 - N)

Example: 30% crit + 30% crit = 1 - (0.7 × 0.7) = 51% crit, not 60%.

This formula naturally disincentivizes stacking identical effects while keeping multi-item builds viable — players are rewarded for diversifying item selections.

Sword Abilities

AbilityEffect
Critical Strike+30% chance for 225% damage hit
Cleave+70% damage to all enemies within 3 blocks
Lifesteal+24% HP recovery on hit
Colossus+5.75% damage based on max health
Venom+25% chance to apply Poison II (5 sec)
Thunder+30% chance for 12-damage AoE lightning (3-block radius)

Bow & Armor Abilities

TypeAbilityEffect
BowMultishotFires additional arrows per shot
BowCurseApplies stacking debuff on target
BowThundererTriggers lightning on hit
ArmorEvasion% chance to dodge incoming hit
ArmorThornsReturns a portion of damage to attacker

Wave Design

Enemy Wave Types

Each wave type introduces a thematic enemy set with distinct behaviors, forcing players to adapt positioning and item priorities mid-run.

WaveNotable EnemiesPrimary Threat
SummonersWitches (Shockwave, Dispel), VillagersAbility disruption
FrozenLiches (frost fields), Skeleton Archers (frost arrows)Area denial
ThunderersRanged-only, AoE lightning every 4.5 secSpread pressure
TrollsMage Trolls (web traps), Warrior TrollsMobility control
CentaursMounted ranged/melee, Stomp AoEHigh burst damage
WolvesAlpha (injury debuff), Pack (160% damage proc)Sustain drain
BlazesFireball barrageRanged poke

Boss Scaling

Boss health and damage scale linearly with player count:

Boss HP = Base_HP × playerCount

This keeps challenge consistent across solo, duo, and full-lobby runs without requiring separate tuning passes.

Empowerment Mechanic

If a wave persists beyond 60 seconds, surviving enemies begin gaining stacking buffs (attack speed, move speed, damage) every 10 seconds. At the 3-minute mark, all remaining players are eliminated — creating consistent time pressure without hard countdown timers visible to the player.


Duel System

Duels fire between waves based on how many players remain alive:

Alive %Frequency
61–100%Every round
≤60%Every other round

Duration: 60 seconds. Tiebreaker resolution order (if no elimination):

  1. Survivor → 2. Health % → 3. Max health → 4. Damage dealt → 5. Duel win ratio → 6. Item value → 7. Random

Betting System

Players may wager up to 50% of their gold on any duel:

Payout multiplier = max(2.05, totalBets / winnerBets)

The 2.05 floor guarantees a minimum return on correct predictions, while the formula rewards backing underdog picks. This creates a persistent social and economic meta-layer on top of the combat loop.

Curse Mechanic (Endgame)

When only 3 players remain in a team game, each receives a Curse charge:

  • –15% outgoing damage per charge
  • +15% incoming damage per charge

Curses stack on further eliminations, creating a rubber-band mechanic that keeps trailing teams competitive through the final waves.


Shop & Economy

Wave Completion Reward:

Reward = 300 + ((wave - 1) × (10 + wave / 10))

Shop Rules:

  • Weapons upgrade through tiers: Iron → Diamond → Enchanted
  • Items sell for 50% value; 100% refund within 30 seconds of purchase
  • Consumables (Golden Apples, stat potions) available each round
  • Favorites system lets players pin preferred items for fast repurchase

Respawn System

On death: 5-second ghost phase → respawn with a 15-second protection window:

  • Incoming damage: –60%
  • Outgoing damage: +100%

The asymmetry rewards aggressive respawns while preventing spawn-camping, and incentivizes immediate re-engagement with the wave.


UI & Menus

Hotbar Layout:

SlotContent
1Base stats (damage, health, regen growth)
2Level + XP bar
3Current health + regen rate
4Damage / armor / speed
5–7Shard ability slots (hero-specific)

Menus: Profile · Top Players · Achievements · Settings


Design Pillars

  1. Class Identity — 19 heroes feel distinct through stat curves and ability kits, not just aesthetic differences.
  2. Informed Risk — The combining formula and betting system reward players who understand the math.
  3. Escalating Pressure — Empowerment timers and the Curse mechanic ensure tension escalates naturally toward run completion.
  4. Accessible Depth — Core mechanics are immediately legible; optimization layers reveal themselves over multiple sessions.