Overview:
“Magic Shop” is a simple character exploration demo that may be part of a bigger adventure game. A first-person adventure-type game, players will explore the stylized shop to find a list of items needed to continue their adventure with some minor interactions with young enthusiastic shopkeep. The intended audience for this game are players who enjoy single-player casual adventure games who enjoy exploration and story over combat and grind.


Mechanics:
The main mechanics involve moving around an interior space, short interactions with the shopkeep, and collecting items. This will be a first-person perspective with simple pickup/interact controls with a single button (E or Left Mouse). A possible “shopping list” in which items are listed and crossed off could be implemented if time allows.
Characters and Key Objects:
The key characters include the player, an undescribed explorer looking to collect items needed for their adventure. The only other character is the shopkeep, a young skeleton alchemist and magic item dealer who is just starting their business. Their behavior shows mild distraction in what they are working on and in turn interactions with them provide little help. Key objects will include the few items that the player needs to find in the environment (these items are unknown at this time).
Game World:
The level will take place entirely inside this magic and alchemy shop. This shop is located within a small town that can be partially seen from the windows/door. Key features include cobble roads, brick walls, lots of wood, and clutter. Locations similar to small Nordic towns are a reference for the location.


Walkthrough:
The player will start at the entrance of the shop and be greeted by the shopkeep. They are immediately given a list of things to find and are able to explore the shop at their leisure. The player can interact with the shopkeep but will be given only short responses/no response. Items that are needed will be lightly highlighted for ease of the player as this demo is not intended to significantly challenge the player and only to highlight the art. The end condition is finding all of the items and returning to the shop’s door.
Similar Games:
These games are listed and used as references for this game in a few ways as listed here.
Art Style Description:
The style of this game relates heavily to Sea of Thieves. Key elements include the lower-poly style, vibrant colors, round edges, and strong edge highlights. The environment will be based upon small Nordic towns with more complex architecture. Heavy fantasy elements are incorporated within the design and items. The interior is a decently complex shop with a few rooms and lots of shelves and clutter. While seasons and time of day do not matter too heavily, it will be at least partially noticeable from the windows. It will be Fall from mid-day to twilight, with lots of warm colors (reds, oranges, yellows). The lighting inside will be on the darker side with a majority of light coming from windows (natural lighting) and warm glowing lanterns. The overall mood conveyed should be a sense of coziness and comfort, a relaxing environment to allow the player a calm setting to explore. This setting should appeal to the intended audience with the freedom to explore in a cozy and rich environment.
References




You’ve focused a LOT on setting and I think that’s really awesome. I have such a clear picture as to what this game will look like and I love it. What kinds of items will the player pick up? And why are the denizens hard to interact with? I think you could build the story of the game by letting the player speak to the shopkeeper.
The heavy focus on the setting and art style helps a lot with worldbuilding which is definitely a good thing when focusing so heavily on one area to set the mood of piece. Is there a greater plot planned when it comes to the character’s goal/motivation to give context behind the gameplay or is it just a simple walking simulator where the player is meant to drink in the environment.
You focused really intensely on style and environment in this, which I appreciate! What will the characters look like, though? and how large is the space intended to be? Also, will the player be able to go outside at all, or just see the outside through the windows??
Wow I love all of the thought you have put into the games setting! Everything you’ve drawn as location concepts and used as reference looks like a place I’d love to visit and explore. I’m wondering, since your game has so much magic tied into its theme already, will the player be able to use magic of any kind to find the items they need to get?
I like the magic store management aspect and really reflects with people who have worked in this store setting. Are all the characters going to be floating skeletons? POTION SELLER!!!!
I really like this concept and the references for it. Your initial sketches are great and I really love the skeleton shopkeeper.
What kind of personality would the shopkeep have? Would he be sarcastic, quirky, light-hearted? Personally, my brain immediately goes to Sans from undertale lol
This looks so fun, and is the perfect cozy game to focus on with the colder weather to come! Since you’re going for a fantasy feel and taking inspiration from Nordic towns, are you going to include Nordic mythology as some of the fantasy elements?
Very creative ideas. The design of the magic shop is undoubtedly unique. I think the image of this shopkeeper is very interesting. Have you considered adding a wizard hat to him? The player can flip his hat over by interacting with him, and then the shopkeeper will give the player a small “surprise” (“At least now you know I’m not bald,” the shopkeeper said jokingly). A little immature suggestion! So have you considered designing a magic pet for the store owner? Like a frog apprentice, a talking owl, a little gargoyle who can help him check the item number. . . I know this may be a bit old-fashioned but maybe you can use it!
I love the sketches you have come up with and the idea of a Nordic wizard-type shop seems very intriguing and unique. I was wondering if the items the player has to collect will have any meaning or purpose. Will they be items for making a potion (water bottles, magic leaves)?
Oh wow, you put out the level design work really fast, I initially thought your most recent post was the proposal and was really confused wrt the lack of text there lol.
Anyhow, really impressive work! You’ve clearly put a lot of thought into this idea and also have a good idea of how you want everything to fit together, which is great. Plus, I love Sea of Thieves, so I’m glad to hear you’re taking inspiration from it. What sort of adventure is the main character going on?