Daily Design: Day 266

Daily Design is a series of game concepts devised daily through all of 2016. These are just basic concepts, designed based on randomly generated words. Today, they are;

Blob, Store and Combining.

As such, the game I’ve designed today is…

Mixture Megastore


Mixture Megastore is a game about managing an alchemy store in a fantasy world. This means managing the store itself, the wares and even learning and improving your own alchemy. It’s sort like Atelier meets Recettear, which will only make sense to the thirty people that have played both.

The game begins when the player’s custom character inherits an alchemy store from their estranged relative, Harvest Moon style. Predictably, the shop is run down and ill stocked. Their dead relative also managed to accumulate an enormous amount of debt, which has now fallen to the player.

Each in-game month, the player will have to pay the debt they owe. If they fail completely to accumulate the necessary funds, they’ll have to begin the game again. Mercifully, they’re allowed to keep their recipes and player level (more on that in a bit). However, their money and store will be reset to default, so earning enough money to clear your debt is important!

Players make money by selling potions, which means they need to make potions. This is done by choosing ingredients and equipment, all of which comes in different levels of quality. They also have to choose the amounts of each ingredient (a pinch, a spoon or a handful), which will determine what potion is crafted. Ingredients can be bought, but certain store upgrades will also grant a constant income of herbs and other useful items.

Whenever a potion is crafted, the recipe will be saved in an in-game book for easy reference. Discovered potions can also be crafted automatically if the player has the necessary skill, ingredients and equipment. Player’s have an alchemy skill that’s increased by crafting potions – if a recipe is discovered while a player is too low leveled, they’ll be told to level up before trying again, but the ingredients will be saved in the recipe book all the same.

Of course, the store itself must be stocked and furnished. Players decide what potions to put where, and can spend money to increase the storage space of the shop, allowing more potions to be put up for sale at once. The shop can also be upgraded to look classier, friendlier or more adventurous, depending on the type of people players are marketing to.

Clients may also occasionally arrive with a special request. Some of these are straightforward – such as a healing potion – but others will have more vague and esoteric requests. For example, a customer may ask for a potion to “help make them rich”. Players could craft a potion that transmute lead to gold, or a potion that makes them luckier – different potions will result in different rewards based on how relevant they are to the request.

The end-game comes when the player manages to pay off their debt completely, which will likely require some restarts. This is massively offset by having a recipe book that’s well-filled. To avoid players simply crafting a single expensive potion, each week different potions will be more or less valuable as the economy shifts. There are also certain events that can affect profit – for example, a flood may result in people buying Water Walking Potions.

That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept. 


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