Game Design
For my proposal, I will be using an old game concept I created but never made any actual assets for. I’m very excited to get the chance to flesh out this idea that I’ve had and see it come to life! Players take control of Meeko, the Grave Reaper of Burrowsville. The town is a spooky and autumnal place, with an extensive graveyard that needs to be tended to. For this course project, I want to focus on the main character’s home and the accompanying field, which contains the gravesite, some farmland, and a secret alcove in the woods.
Player Objectives
The player’s objectives are to upkeep the gravesite, collect resources, sell farm goods, craft items, meet villagers, and explore. It is a slow-paced life sim and farming sim style game.
Game Mechanics
There are a few basic mechanics to the game. During the daytime, Meeko can pick up trash or weeds, dust off dirt and cobwebs from graves, use tools to dig, mine, farm, or chop wood, craft upgrades, and make friends and trade with villagers. When night falls, the graveyard comes to life as skeletons rise and form a night market! Their personalities and prices depend on how well their tombstones are tended to.
These mechanics, similar to the objectives, come from the original concept, but I will most likely adapt to pick a few that work best for the game design and can be easily achieved since I have minimal coding experience.
Characters and Key Objects
Meeko is the most important character, as he is the protagonist. He’s a shy black cat, so he usually hides behind a homemade pumpkin mask. He lives alone a short ways away from the main town and prefers to make friends with the skeletons in the ground.
The Skeletons are silly and fun, using the night as a time to celebrate before going back to sleep in their coffins.
Frogatha is an alchemist frog in a secret alcove in the woods surrounding the gravesite. She can be visited to buy special potions and spooky decorations.


Game World and Setting
The game takes place in Burrowsville. The world of Burrowsville is a mysterious realm in an unknown time period. The residents of the town are either animalistic or monstrous, but also adorable and cute. The architecture, residents, and technology are not modern, more medieval, with a heavy emphasis on autumnal aesthetics.
Gameplay Highlights
The main gameplay highlight would be skeletons coming out of their graves at night to meet the player. Another highlight would be finding the secret woods where the alchemist’s shop is located. As someone who enjoys exploration in games, I would also say a highlight would be the environment and level design, allowing players to explore the town and its villagers.
Intended Audience and Appeal
The intended audience for this game is people who love Halloween and autumn as much as I do, as well as those who like cozy farming and life simulators like Animal Crossing and Stardew Valley. The appeal is mostly through the aesthetic and character design, with the mechanics reflecting a lot of classic farming sim games.
Game Style & Player Experience
The game style is slow paced and calming, with no player death or enemies to worry about. The player experience is getting immersed and beginning to love the characters and really feel as if they’re interacting with the world of Burrowsville.
Art Style
Stylized and cartoony, there’s more in depth explanation in the next section!
Concept Sketch
Art Style
The art style is a stylized cartoony look, similar to Animal Crossing, Tunic, and Death’s Door. The color scheme will be very autumnal, like Stardew Valley’s fall color palette. The whole environment has a spooky atmosphere as well.
Associated Visual Elements
The visual elements will be reminiscent of medieval style fantasy, with lots of simple wood and stone structures. There won’t be any modern forms of technology, so tools will be more primitive and the look of structures will be a bit off or askew.
Mood
The mood will be calming and relaxing, with vibrant colors that are implemented in a way that is a bit softer so as to not be too harsh on the player’s eyes.
Light and Color
The lighting will be very golden to add to the fall aesthetic. There will be harsher shadows, especially since the time of day will be around golden hour or sunset. The color scheme will be vibrant, but not super saturated, with the main colors being orange, red, brown, green, and purple.

Shapes and Lines
The shapes and lines will be relatively soft. There won’t be many harsh lines in the environment or character designs.
Textures
The textures will reflect a cartoony style, with a lot of simple colors and not too many miniscule details.
Player’s Perspective
The perspective is 3rd person, with either a free roaming camera or preferably having the camera locked to one point of view, similar to Animal Crossing.



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I love the sound of this game, especially the skeleton market! Sounds like an absolute joy to create and play, and the upkeeping of the graves sounds like it would be a very cute challenge, with no end of directions you could go in game design wise. Do you plan on having your map be open world, like animal crossing, or separating out the different scenes like the example shown in class?
Thank you! I do plan on having my map be an open area, in a vein very similar to the outside areas in Animal Crossing (including the camera/player POV). Things like the graveyard and the pumpkin patch/farm will only have fences around them, so you can go in and out without loading a separate level.
I like the game mechanic of having to upkeep the grades to have lower prices from the skeletons, it makes the cleaning the graveyard part have great significance to the rest of the game and I like it. The time change from day to night, do you plan on that being actual real life time based? Like 5 minutes have passed so night is approaching now, or do you plan on allowing the player to control when time progresses?
Thanks! That’s a really good question. I think it would be best to have a time change that is set to a timer, not based on real world time. I don’t have too much coding experience, so hopefully a timed day/night cycle is manageable!
I like the game being able to loop between day and night. It forms a solid core gameplay loop and keeps the player interested all the time. The color scheme also tells the player about the season and settings very effectively. Do you have any idea of other monsters in the graveyard? Werewolves and zombies could also be interesting.
I definitely only had skeletons in mind for the graveyard, as they seemed the most appropriate. In my original game concept, I also had a mechanic where you would add graves by “planting” and burying bones, then watering them to “grow” a skeleton (sort of a darker spin on a farming simulator). If I were ever to expand and add villages, werewolves and zombies would be great for some of those character designs!
I like the concept of this game. This level is designed very well, and this definitely feels like a small village rather than a level. I like the graveyard aspect of the game and the skeletons will add a unique aspect to this game. My question is how you are going to make the skeletons appear into the level? Will they spawn in the graveyard? One idea could be creating a cemetery house where the skeletons could spawn out of when the night cycle starts. However, you may have an idea already placed for how the skeletons will spawn.
My thought for skeletons spawning would be to have a little puff of dust and dirt at the foot of the grave and then having the skeleton “crawl” from the ground up until they’re standing in the dirt. I think a similar comparison to what I had in mind would be the way skeleton Bokoblins/Moblins spawn in Breath of the Wild
Oh my gosh, I can’t wait to see this comes to life!! I love Meeko with my whole heart; those big eyes are just too cute. And I super appreciate how calm the game is going to be!
I had a question about Meeko’s design: will the costume be removable / interchangeable? I think it would be cute for Frogatha to sell new outfits for Meeko 🙂
Thank you! I’ve been holding onto Meeko as a character for so long so I’m very excited for him to come to life!! And I love the idea of interchangeable costumes, I’ll try my best to implement that, even if its just swapping out his mask for now!