Game Design Concept Document

Game Overview

Vision Statement

In a reverse isekai twist, this project is a narrative driven exploration and resource management game centered around a lone scrapper/junker in the star system Ross 128, a centralized dumping ground between all existing worlds. As various worlds tear through Ross 128 space time, the protagonist traverses toward them and gathers valuable scraps from the dimensional rifts. In doing so, the protagonist falls through these portals that transport them to the leaking worlds. While within these visually distinct Other worlds, the protagonist must interact with completely different genre mechanics, such as fighting game controls or rhythm game buttons, to gather what scrap and record what knowledge they can before said portal dimension crumbles. With the resources and knowledge gained from these different worlds, the narrative can be progressed, as well as the acquisition of upgrades for various systems such as shopkeeping or ship parts. Since players must primarily manage ship resources to explore space and may never encounter an isekai warp, different endings can be triggered through the player’s interactions with the NPCs and quest system and how they fare in the final battle.

//NB: Warps/portals now cannot be entered for the most part except for during mini-boss fights

//NB: Mini boss fights now exist

Player Experience

Self-discovery, achievement, humor, emotional connections will be explored in every aspect of the game. Since the game is heavily narrative driven, each world will deliver narrative through its signature genre style. The base space world will have the player interacting with merchants and quests, which give them information about the protagonist and the overall state of the universe. The base game operates on a trucker time-shift system where players are allowed to accomplish certain tasks depending on whether they are on shift or off shift. Through both the main and alternate worlds, a challenge or limitation of resources will force the player to make decisions. In the base game and alt worlds, scrap can be collected to either trade or upgrade the player's ship.

The fighting game will tell narrative through intense action, as the player fights warriors who refuse to give up on their dying world. Self-discovery will also be important in the fighting game when the protagonist learns their own strength.

The dating sim will deliver narrative through interaction with suitors, as well as comedic moments through the quippy protagonist.

The noir style Shoot Em' Up will have players pushing forward the narrative via their own curiosity and deductive reasoning.

The Metroidvania will have environmental storytelling as the player traverses through dungeons and learns about the deeper universal tragedy before them.

The horror rhythm game will help push the base world narrative to its climax through intense and reactionary gameplay.