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(2 edits)

Devlog #5 - The Dark Mine: A Unique Shop

Introduction

The Shop is a very important aspect in game developement. For us especially because we've decided that we have enough of ads in games so our revenue of the game will only be made with the shop. So naturally we also decided to make a completely different shop model to all the other mobile games. We don't sell you skins, cosmetics or powerups, we sell gamemodes. Now that might tell you nothing but let us try to explain.

Concept for the Shop (in the gold circles there should be the matching icon in it and a looping icon should be engraved in the wood)

A Different Kind of Shop

Modes are a game-changer. Literally. These unique gameplay modifiers completely transform the way you experience "The Dark Mine." Think of them as alternate realities within the game, each offering a fresh and exciting perspective. So when you buy a mode you can experience the levels you already played from a completely different perspective. But there are three categories to these modes.

Mode Categories

To make navigation easier, we've categorized modes into three distinct groups based on their compatibility with existing levels:

  1. All Levels: These modes seamlessly integrate into every level, offering a fresh perspective on the entire game.
  2. Some Levels: Some modes may not fit into every level, but they bring a twist to specific sections, keeping the experience diverse.
  3. New Levels: For those modes that are so unique they require entirely new levels to explore, we've got you covered. Expect a fresh set of challenges and surprises.

Furthermore the modes can be split into even more categories:

  • Challenge Modes: This type of mode provides a challenge for the player
  • Mechanic Modes: The modes change a mechanic or create a new one
  • Identity Modes: You don't play as TORCER but as something else.

Sneak Peak of The Modes

  • TORCER at Ceiling: Instead of the player being on the floor you are now at the ceiling and have to solve the puzzles from a different perspective so you have to rethink every level you've played. This mode is used for almost all levels and changes a mechanic so its mode type is "mechanic" and its mode category is "some levels".
  • Infinite Mode: It's all in the name. You've got infinite lightbulbs to collect instead of the usual three, and the level only ends when you miss one. But here's the kicker – we've thrown random objects into each room, so you'll never play the same level twice. (type: mechanic, category: all levels or new levels we haven't decided yet.

    As you can see the lightbulbs are currently not counted because it's still WIP
  • Lightbulb Mode: You are the lightbulb and have to get to an object or TORCER. This leads to some interesting gameplay as you have to rethink the levels to not get TORCER or an object somewhere useful but the lightbulb. (type: identity, category: some levels)
  • Double Level Mode: Now, here's a mode we're keeping a bit mysterious. Because we love mysteries. Instead, we'll leave it to your imagination. Speculate in the comments let's see who will get it first, it shouldn't take long should it? Oh right we don't have any actual readers at this point. Oh well then no one will be able to comment right? Right?

Conclusion

The shop of our game is completely different from anything the game industry (especailly mobile games) has seen. We hope more people use a creative approach to the shops of games. That's it for this devlog if you made it this far thank you. Now at this point we would tell you to follow leave a comment or read our last devlogs but we are different if you haven't noticed yet. But we are going to ask you to join our discord https://discord.gg/94EZQnWQ