Ryan Li, Individual Concept Doc

Moodboard

Playlist

I wanted the vibe of songs that one would hear in a convenience store which includes 2000s pop and Midwestern emo, both of which are eras we hope to set our game in.

Narrative Directions

Direction 1: Dating Sim/Visual Novel

Our original narrative direction for this game was a dating sim/visual novel. The player advances through the game by investing their relationships in various characters through dialogue, and will follow distinct endings based on who their “main contender” is. The story is paced on a nightly cycle, where the player learns new information about each character as they return to the convenience store for more products, or maybe for love.

 

Direction 2: Time-Management “Cooking” Simulator

The main inspiration for this is the Papa’s Pizzeria franchise, and is the direction that we are most headed toward right now. The player would improve their competency by improving their skill at potion-making: how careful can you grind an Eye of Newt using the mortar and pestle? Are you sufficiently adept at stir-frying rats on the wok? Can you make sure the convenience store doesn’t burn down at the same time? The key difference between this and the Papa’s Pizzeria franchise is that the player would have to diagnose and prescribe potions, rather than taking detailed orders from the customer.

 

Direction 3: Horror Game

Working at night in a convenience store or fast food establishment is a strong premise for many horror games, such as Scary Shawarma Kiosk. The player would spend the day doing tasks, and every night, there would be a new threat to the potion-making business, be it a serial killer or some equally terrifying phantasm. The game would be paced around jumpscares to the player, perhaps relying on the maze-like structure of the shelves of a convenience store.

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