Moriah is a 7 year old girl with a special talent: she can reanimate the dead and control them. In her large Gothic style house, she lives with the distant Father, a madman frantically researching and experimenting on creatures to create and discover…something. With her six eyed dog, Alrdik, Moriah is on a mission: Find out what Father is making, and why she has her powers.
Player Objectives
The player’s objective is to gather information and hone Moriah’s powers.
Game Mechanics
The player will gather information in the form of research papers and books, chatting with workers and creatures, and various keys and pictures in a point and click style. Moriah will practice her powers on deceased creatures in the house as she earns enough “ability” by collecting enough information.
Characters



Key Objects
A few Key objects include: Various research papers and books, journals, Moriah’s drawings, letters, and keys that Moriah can collect.
Game World/Setting



Gameplay Highlights/hooks/features
The three main game features are character interaction, item collecting, and power training. Some highlights include transitions between rooms, as well as conversations with workers.
Intended Audience + Appeal
The intended audience would be those who enjoy mystery and more narrative based games, or games that include puzzles.
Game Style/Player Experience
The game is a point and click.
Art Style Description
Art Style:


The art style is reminiscent of Alice: Madness Returns, or a Tim Burton film, though with less stylized characters.
References to Historical Periods:


The Mansion is clearly styled as a Gothic Revival house. From arched windows, to stained glass, as well as the interior featuring detailed wallpapers and ornate trimmings and lights.
The clothing is styled after the 1930s. The technology and dialogue is ambiguous 20th century (ranged from the 20s to the 60s) similar to The Series of Unfortunate Events
Mood: Moriah’s lavishly decorated home is contrasted by thick layers of dust, peeling wallpapers, and a sense of unease.
Light and Color: The main sources of light in the game come from dimly lit interior lights, and brighter light through the stained glass windows. Light is a main feature in Father’s Lab/Office, which has three giant stained glass windows, creating bright light against dark, tall shadows.
I am between the main color palette either being entirely dull cool toned contrasting with yellows or reds, or green and red with yellow details.
Player’s Perspective: The game is in the third person
Additional References!


References for Aldrik’s breed, Borzois. I thought their very long faces and limbs could be a super cool visual.



Some style inspirations for color palette, vibe, and linework.