📖 Devlog #01 – Story
The world doesn’t revolve around you, but you can quietly change it
Hi everyone, we are Mimic Studio, currently developing a pixel-style simulation business game called The Price is Right.
This time we want to talk about the story design in the game. It’s not the main plot of “saving the world”, but how you, as a merchant at the door of the dungeon, quietly influence the direction of the whole world in seemingly silent transactions.
You are not the protagonist, but you know who is
In this game, you will not play a hero or a wizard. You are just an ordinary person who opens a shop, or a monster. In front of you, there are adventurers coming in an endless stream - each with their own purpose, background and behavior pattern.
They may be mercenaries, avengers, treasure hunters, scammers, or even just rookies who strayed into the novice village of the dungeon.
Their success or failure depends on you in a sense: what equipment you provide, what intelligence you sell, and which direction you lead them.
Information is your most valuable commodity
We hope that the narrative in the game is not supported by "dialogue" and "quests", but revolves around a real information ecosystem:
- You can sell real dungeon layouts, or forge map clues;
- Adventurers will pass on information to each other, and your reputation will rise and fall accordingly;
- Sometimes, telling a lie is more effective than a +3 short sword.
We want to create an experience where players will take the initiative to solve puzzles without forcing the plot.
Good and evil, you decide for yourself
You were originally an equipment craftsman who lost his job after the equipment industrial revolution. You came to this dungeon to open a shop, initially just to make a living.
But as the shop develops, various forces begin to come to the door:
Do you choose to become a silent supporter behind the human camp?
Or join the monster side to avenge the unfair treatment you have suffered?
Or do you stand on neither side and make a fortune by manipulating the situation?
These choices are up to you.
The dungeon will not wait for you, it will change
Each dungeon has its own "ecosystem": monster migration, adventurer failure, boss rebirth, resources being robbed... these will dynamically change the status quo of the dungeon.
What you see is not a "designed plot", but an evolving narrative sandbox. Your store is both an observation station and an intervention point.
Finally, we hope that you can find stories from the messy information
We don't intend to tell a linear story, but let you slowly "understand" the world through daily purchases, transactions, chats, and observations.
A warrior who has failed for many years suddenly returns successfully one day;
In a dungeon, there are always adventurers mysteriously missing;
A guest always buys some strange things...
Over time, you will find:
The story is not written by us, but discovered by you.
Next, we will share more about the development of battle system in our game. If you are interested in this kind of subject matter, please feel free to chat with us in the comments section about what you would like to see!
Remedy for a Price
Status | In development |
Authors | Mimic Studio, somecat1996, 13HP, Naitoshadou |
Genre | Strategy |
Tags | Management, Pixel Art |
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