Pirate Software Gamejam 15 - Game Design Document: Moonlight Alchemist

2024/07/31

Introduction

Game Summary

Moonlight Alchemist is a hybrid RPG, blending elements of visual novels, turn-based roguelikes, and “life sims” to create a compelling gameplay loop. As a vampiric alchemist, use your evenings unleashing your arcane knowledge upon the forbidden Dark Forest, felling beasts that plague the town of Ambrosia and collecting ingredients for your work. During the day, moonlight (heh) as a humble - if eccentric - apothecary, tending to the needs of a town constantly under threat by monsters.

Inspiration

Goals

Un-Goals

Player Experience

At night, progression through various zones of the Dark Forest requires some elemental puzzle-solving. Monsters of various elemental types react differently to various elemental attacks - some will transform the monster, some will weaken them, and some will outright kill them. Understanding elemental interactions is key to the knowledge-based progression of the game.

During the day, players must use the items they collected at night to make meaningful story choices, both on a personal level (helping individual citizens of the kingdom) and a kingdom level (completing competing quests that advance the story in one direction or another)

Platform

Development Software

Genre

Target Audience

Concept

Gameplay overview

Gameplay is split between two major parts: Night and Day.

Theme Interpretation (Shadows and Alchemy)

Shadows: The interpretation of this occurs in many forms:

Alchemy:

Primary Mechanics

Herbalism

The various flora and fauna of the Dark Forest can be brought back to the alchemy lab to be distilled and refined, transforming them into other useful items. Certain combinations not only yield various narratively-useful items, but also new elemental trinkets that can be used to advance farther into the Dark Forest on future nighttime runs.

Shadow Magic

The protagonist has the ability to steal shadows from various objects, transforming them later into semi-tangible manifestations with varying properties later in the level. For example, a stolen shadow of a bush might later turn into a “shadow bush” that can block off an enemy’s path or slow them down.

Additionally, these shadows can be “elementally infused”, giving them additional properties - a shadow bush infused with fire, for example, could create a firey blockade that melts nearby ice and sets enemies ablaze.

Secondary Mechanics

Elemental Transmutation

Mixing various alchemical ingredients in special pieces of lab equipment would allow the player to unlock new elemental forms, Little Alchemy style. Fire + water = steam, for example, with the manifestations of that concept appearing in new ways later.

Faction Favor

Depending on the narrative, quest-based decisions the player makes, the power of various factions throughout the city could rise or fall in proportion to their actions. This makes for the opportunity for varying outcomes to the story later on (sections of town being controlled by enemy forces, ruling leadership positions changing hands, etc)

Art

Theme Interpretation

Different regions of the dark forest have their own unique color themes, but much inspiration is drawn from Hades in regards to using a deeper, darker palette, reflective of the shadowy nature. Many enemies have purples and blues intermingled, while the plants you find provide striking contrast, running into more vivid greens, reds, yellows, and pinks. The main character is

Design

The art style is intended to be low-poly, semi-retro style with strong medieval fantasy aesthetics - think King of the Castle meets Realm of the Mad God or Tiny Dice Dungeon, with a bit of Minecraft influence seeping in.

For the full release, characters would (ideally) be given fully-drawn “head-and-shoulder” images for use in dialogue, in traditional visual novel style.

Audio

Audio will be retro chiptune, as a callback to old SNES tactics games.

Game Experience

UI

The game will switch between the following UI “scenes”:

Controls

Controls will rely heavily on the mouse, as the magic system involves a lot of clicking (selecting shadows to steal, choosing a tile to attack/cast onto/move to, etc) and hovering over enemies in order to determine their intents/attack ranges/other related tooltips. In addition, the daytime alchemy system involves a very diagetic UI/UX, involving the movement of items between various machines via drag-and-drop. While many of these controls could be simplified over time with the addition of a console-style “selection cursor” that snaps to interactable UI elements, but for simplicity of a prototype, such enhancements will likely be excluded.

Tile-based movement with WASD in the nighttime portions of the game will likely be included, however, as this is a familiar system for players. Hotkeys for inventory items may be used as well.

For movement between daytime city locations, a simple selection menu will be implemented, with the full release having some form of artistic “kingdom map” to interact with.

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