1 page gdd

3 slide pitch deck

Class presentation feedback
Lots of people said they liked the game idea and thought I had a strong concept with clear aims and themes. People also gave feedback on what they thought was missing.
What was missing:
- Fail states
- High risk = high reward? (do more expensive flowers make more money)
- How does character customisation work
- Are there side quests?
- Can you give stuff to characters to build relationships?
I wanted each main character story line to act as the side quests in the story, as they are somewhat optional but still very important.
I considered the idea of giving NPCs gifts, but I didn’t want the game to be too similar to Stardew Valley, so I decided that it should be more important what choices you make during side storylines and how you speak to NPCs when it comes to gaining or losing relationship points.
More expensive flowers will definitely make more money.
I wanted character customisation to be a blank slate for players to choose their body type, skin colour, hair, starter clothing so they could personalise their character exactly how they like.
I initially wasn’t very sure about how fail states would work, but now I think id like to avoid having an ultimate game over fail state. As I want this game to be reminiscent of cosy games with a more relaxed gameplay approach, the game can still have challenges without the player having to start over, or having failed explicitly.
Game Name
My game naming approach stated below:

Game drawings
My concepts and notes for the floristry shop customer space and some computer portals:





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