People:
Main Character: The Lady of Flowers
Side Character: Cat with no tongue
Other Important Characters: Cat inside the bag, Tree that can’t bear fruit, Broken Wolf
MC backstory: the main character is a person who is described as being always the bridesmaid but never the bride. She lives in a world of idioms and will always be the supporting character in every story, but never the star. She works in a trinket shop that is dedicated to fixing the broken idioms that come her way. If she doesn’t help people constantly, she will break and die.
Perspective: 3rd person view with interactions from the main characters perspective
At the moment the game takes place, she is relatively settled into the world already and we follow her as she tries to run her shop and fix the broken idioms and help everyone.
Place:
The game level takes place in her shop. We seem to be in some kind of town, but the only accessible locations are the trash dump and the shop itself. Through exploring, you can learn more about the other characters and the reason why the idioms are broken. The weather is gloomy all the time and seems kind of dark and it’s always dusk out.
Things:
Some important items that the player needs to interact with are the materials that are needed to fix the other characters. Examples include scissors to help cut the cat out of the bag, giving an apple to the tree that can’t bear fruit, and a sewing kit to fix the wolf. Some of these items are already found in the store, either in full or in part. The sewing needle is in the store, but the right color thread needs to be picked up in the dump. The apple also will need to be found in the dump, but the scissors are already in the store and need to be discovered.
Style:
The style of the game is very cute and a little creepy. There is an emphasis on making things that are traditionally cute a little unsettling. The vibe should be slightly eerie but will not be a traditional horror game in any sense. The game in general will be low poly and relatively simple with its modeling. Everything will look a little darker, but the game will include many different colors. The game is played from a 3rd person view so the player will have a decent view of the player character.
Gameplay:
Most of the major mechanics will involve interacting with items and giving them to the NPCs. The player’s objective is to fix the idioms that come in so they don’t get eaten. If idioms are given the wrong item to fix them, things will get scary. In general, the player should have a fun experience and should be a little relaxed while playing the game, but should experience a slightly unsettling feeling for basically the entire game.

Sketch ^

How i would imagine the character to look. I like the cloak and mask for it.



The cute but slightly eerie and weird style of the game and is more representative of some of how the side characters would look.



The setting of the game and showcase how i would imagine some of the key areas to look like, specifically the dumpster, streets, and the interior of the shop


How i would want the general vibe to be. i want to make a game thats very cute stylistically with some colors, but the colors will be slightly muted and everything will feel like it’s a little wrong.
I love the idiom idea so, so much! It just feels so clever, it’s such a solid concept, coming from a play on words like this! I think having the designs be twisted because of being ‘broken’ idioms is a fun way to play with the idea of how this world works. Will we ever see what ‘eats’ broken idioms?
This is such a cool and incredibly creative concept! I’m really excited to see how these idioms are shown in the items and the characters in the final game. How long do you intend the game to be? Would it be an infinite play loop with random idioms each day or would it be a set order with a beginning and end?
I like the idea of the character being the “supporting character” of sorts, could potentially lead to implementing some kind of identity crisis in addition to the threat of breaking down constantly. Really cool idea