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Design Document Sticky Locked

A topic by Bequest De Cendres Studios created Mar 05, 2025 Views: 85
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Title

Yumemoire

Literary Genre
Gothic Science Fiction / Dreampunk

Game Genre: Varies
* Interactive Fiction / Roguelite ( Prototyping )
* Visual Novel / Active Time Strategy / Adult Language Learning

Target Audience:
Fans of Shadow Hearts and Grandia.

Cross Over Potential:
Dark Cloud and Kingdom Hearts, weirdly RPG Maker.

Unique Selling Point
Gothic Atmosphere with Pet Farming and Language Learning

Language Learning
Meant to help with learning French and Japanese for gamedev students working in French and Japanese speaking companies.

DESIGN
Whom you play as: You play as a mad scientist in a old laboratory exploring the ruins of old settlement, including Japanese Dojos and French fortresses. Some of these involve interacting with townsfolk to do chores that will pay money to help raise your spider pet, for which you upgrade rather than conventional leveling and grinding.

Every now and then you'll also be turned into a zombie, from which you will need to collects and cursed currency in order to maintain zombie versions of your default spider pig pet. This means that there is no traditional death in this game, rather different flow challenging based on whether you are currently human or zombie. With the ability to either self-cremate or consume your own flesh to maintain your current zombie state, which can make it harder to become human again.

Intended Feeling: The player, rather than traditional fear, is suppose to be something closer to anxiety and isolation, taking inspiration from games like Shadow Hearts and Silent Hill.

Style
Right now the current style is ASCII or text-based graphics, while I learn how to develop the systems for a game. Although eventually I'm wanting to switch to a darker anime and manga look, but with inspiration from Gothic fiction like Mary Shelly's Frankenstein. This includes backgrounds done in a Gouache like style that blends Oil painting and traditional Gouache.

I'm wanting to pursue a limited color palette, but in the film making sense. The majority of the game will be cyanotype or sepia tone type monochromatic, with important people or key objects in a blood red, lime green, dark blue indigo. I prefer cinematic captions over traditional graphic novel captioning.

Software Used
Currently Ruby, XML, Prolog, and other things to build the main engine. But eventually for the tiles version, I may switch to using Gosu or Renpy.
Weighing the potential for retro game development at a later point, specifically for Dreamcast and maybe Super Famicom.

DEVELOPING
"Smart" Dungeon Generation that goes beyond Procedural.
Extending the basic Rock-Paper-Scissors mechanics.
Fleshing out hangman into its own detail system.