Working title
Bloom & Fruit—–to show the main idea of the game which means( A tooth for tooth, an eye for eye)
(Since the theme of the game is the theory of causality, the title also implies the result of doing something. Just like the flower, because the flower, there will be insects to fertilize, in order to get the fruit, it is also similar to the butterfly effect.)
Concept statement
My game is a case that allows more people to think about puzzles and learn about different cultures. Different cultures can make more people curious and explore.
Genre(s)
1. Puzzle games
2. Story games
3. Mystery games
4.Horror games
Target audience
Game audience: Everyone
Age class: 17+
Gender type: None
tips: Because this game contains horror and folk content, so it is not recommended for people with poor psychological ability to play.
Unique Selling Points
Relatively rare games about traditional Chinese folk customs, the main purpose is to spread culture, and let more countries can understand the content of the game, not only limited to the local country can understand.
Player Experience and Game POV
The player is a doctor who goes around healing others, but secretly is a supernatural detective requested by the government, responsible for investigating and solving various unexplained supernatural cases.
The game is set in China’s Qing Dynasty, a time of corruption when ordinary people need to be saved.
The game allows players to experience the whimsy of Chinese culture and feel the wonderful experience brought by the intersection of reality and fantasy.
It allows players to imagine that they have saved the people and feel the responsibility on their shoulders.
The game uses the clues given by the story and the puzzles to make the player think and feel immersed.
Vision and Audio style
The look and feel of the game should make people feel very Chinese characteristics, and sometimes because of the development of the plot, the picture will be gray and appropriate bloody. (Because the game is a horror game)
I will refer to the style of Chinese painting to draw.
Game world fiction
This is a crisis era, the public security disorder, the people are miserable, the government management of the case from murder to mutilation, small to the theft of dogs, but there are always incredible things happen, this thing makes the officials headache. The mandrill always happens to be present at every strange event, as if these strange events had been eradicated like germs by the doctor. But one day, he was approached by a strange man who claimed to be from hell…
Monetization
The game will be bought out, and subsequent updates and extras will be added to the dlc for sale.
Game Mechanics:
1. How to Play. The keyboard will be used to control character movement using the WASD keys, and E will be used as the interaction key. The ESC key will bring up a menu for saving the game. Select interactions and item interactions. (Puzzles or certain tasks may require mouse or keyboard interactions)
2. How to win: The game will have multiple endings, and the outcome will be based on the player’s previous choices, changing the subsequent story. (Options will be set and the plot will be changed)
3. Failure conditions: Choosing the wrong option at a critical point, providing incorrect information at each case summary, choosing the wrong option or being defeated by the enemy in a special task battle, will all take the player back to the previous save point.
Core loops
This game requires players to think and undergo logical tests during gameplay, which will arouse their curiosity and competitive spirit, allowing them to experience the complete story content. However, we also need to consider that the difficulty of the puzzles should not be too high, otherwise impatient players may feel bored. Therefore, this aspect needs to be carefully considered and designed. Completing puzzles and levels can earn the props or clues needed for the main quest. There are many NPCs and seemingly unimportant characters in the game scenes. If players pay close attention and watch this part of the content, they will obtain more information. This information may provide more options or assistance in later choices or puzzles. This will bring a more diverse gaming experience, not just story reading. It also encourages players to explore more or have a brand-new experience when playing multiple times. I hope players can think and associate based on the content and text they have explored. I don’t want the story to develop in a stereotypical way. I hope there can be more innovative thinking. A thousand people have a thousand Hamlets in their hearts. I always believe in this saying and want to understand what other people’s Hamlets look like. The game’s quest acceptance points will tell players the target address, or in the later stage of the game, the difficulty of the cases will become increasingly difficult. At this time, the NPCs at the quest points may give us relatively vague location keywords. Then, it is up to us, the players, to make inferences and go to the corresponding places. The short-term goal is to complete each quest and solve the current case. The long-term goal is to obtain the key information and related content of the main (hidden) line. The more the game progresses, the clearer the main line content will become for players. Then, they can complete the final investigation and the final boss battle. The final options will be increased or decreased based on the information players have encountered and collected before, to achieve the goal of multiple endings. The ultimate purpose is to let players understand the culture and story contained within.
Game systems
I believe that creating this game doesn’t require a huge production scale or advanced technology. Instead, it demands more from the expressiveness of the visuals and the quality of the story. What’s crucial is the connection between each story, or laying down hints when necessary and then paying them off later to give players a mental shock and emotional resonance. The most significant interaction for players occurs during conversations with NPCs and when making critical choices at key moments. Of course, it also includes the choice of which NPC to talk to. These are all interaction points for players. Players’ key choices will have a significant impact on the subsequent story development and the presentation of different endings. Of course, if possible, it would be great to refer to the design of breaking the fourth wall for interaction design.
Interactivity
Players can operate the game using a keyboard and mouse or a gamepad. At all times, players will be thinking and making choices. Due to the large amount of text in this work, it requires time for thinking and reading. When operating, if players use a keyboard and mouse, they can move by pressing WASD. The greatest challenge of this game lies in solving cases and controlling details. If players fail at critical reasoning and choices, NPCs will ask them to re-reason and investigate the case. At this point, players can make new choices or load a previous save to obtain more information and clues to assist in solving the case and completing the final requirements.