Sale Sprint GDD

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Game design document

Sale sprint
The core concept of "Sale Sprint" revolves around gamifying the everyday experience of grocery
shopping. As the player, you take on the role of a smart and savvy shopper, who is tasked with
the challenge of not just filling a shopping cart according to a shopping list, but doing so
strategically and within budget, all before the store closes.
Throughout the game, random flash sales will be announced. These sales represent a chance
for players to save money and add some much-needed items to their cart, but getting to these
sales requires quick thinking and rapid response.
Everytime you play the supermarket will be arranged differently, forcing players to adapt to a
new layout everytime, adding an extra layer of strategy and replayability to the game as there's
no 'one-size-fits-all' strategy to master the game. While one layout might allow the player to
gather all their needed items in a single, efficient sweep, another might require them to
crisscross the supermarket multiple times to check off everything on their list.
"Sale Sprint" is a game about speed and strategic decisions, as the player has to choose
between items, prioritize what they want to buy first, deciding whether to rush for a flash sale or
focus on ticking off the shopping list - all these elements bring strategic depth to the game.

The design of Sale Sprint has been focused around the principle of 'learning by doing' to
facilitate immersion in the shopping experience for new players.
Immersive Experience through Familiar Activity: The game uses the familiar and relatable
activity of shopping at a supermarket, a setting and task that most players will instantly
recognize and understand. This immediate familiarity allows new players to grasp the basic
premise of the game without needing explicit instructions or tutorials.
Learning through Doing: Players learn the mechanics of the game through direct interaction
and gameplay. For instance, moving to a shelf and interacting allows the player to select items,
which directly contributes to completing their shopping list. Over time, they learn to manage their
budget, understand the importance of flash sales, and strategize their shopping route within the
time limit, all through the process of playing the game. The game design avoids explicit tutorial
explanations, and instead, the rules and mechanics are introduced organically as the player
progresses in the game.

Game mechanics
Character movement
Using the WASD keys, the player controls their character's movement around the supermarket.
This top-down perspective allows for a clear view of the supermarket layout, the items on the
shelves, and any obstacles in the way, such as other shoppers or stock carts.
Item selection
When the player's character approaches a shelf, pressing the interact key will transition the
game into a shelf view. In this view, different products are displayed with their respective prices.
The player can then browse through the items on the shelf using the WASD keys while in this
view, and click or press the Spacebar again to add the desired item to the cart.
If the item added is on the player's shopping list, it gets automatically ticked off. However, the
player needs to be mindful of their budget, which is continually updated and displayed on the UI.
Flash Sales
Periodically, random items in the store go on sale at discounted prices. These sales are visually
signified by flashing lights around the item and/or its shelf. Players need to navigate their
character quickly to these flash sale items before the sale ends.
Approaching the flash sale item and selecting it during the sale will allow the player to purchase
the item at a reduced price, making a saving on their total spending.

Time and Checkout


The game is played against a countdown timer, which represents the store's closing time. The
countdown is visible to the player at all times, adding a layer of urgency and time management
strategy to the game.
When the player has collected all items on their list or the countdown is nearing its end, they
must navigate their character to the checkout counter. Checking out ends the game round, with
the total spending calculated and displayed, along with any savings made from flash sales.
The player's objective is to complete the shopping list with the least spending possible and
checkout before the store closes. Over time, this encourages the development of strategies like
prioritizing certain items, planning efficient navigation routes around the store, and capitalizing
on flash sales whenever possible.

Input

Function Key

Move up W

Move down S

Move left A

Move right D

Interact Spacebar

Themes and subject


The central theme of Sale Sprint is strategic shopping/thrift and responsible spending. The
game encapsulates the action of visiting a supermarket to fulfill a shopping list within a budget
constraint and a limited time frame, an activity that is painfully familiar to most adults and
teenagers.
In Sale Sprint, the main verb is "shopping", which is expressed through the actions the player
performs - navigating the aisles of the supermarket, selecting items off the shelves, making use
of flash sales, and managing their budget, however, the game is not just about the act of
shopping, it's also about the strategy behind it - deciding which items to go for first, whether to
wait for a flash sale or buy immediately, and how to make the best use of the limited time before
the store closes.

Setting
The game is set in a bustling supermarket filled with aisles of varied goods, from groceries to
electronics. This vibrant environment is designed to be lively and dynamic, with occasional
obstacles such as other shoppers or stock carts blocking aisles, and flash sales adding
elements of excitement. The supermarket layout changes in every game session, requiring
players to adapt and plan their route differently each time.

UI Structure
The user interface of Sale Sprint is designed to be intuitive and non-intrusive, enhancing the
immersive experience of the game. It is represented as a smartphone overlay at the top-right
corner of the screen, which the player's character is assumed to be carrying with them while
shopping.

This smartphone overlay displays key game information:


Shopping List: Displayed as a list on the smartphone screen. As items are collected, they get
ticked off automatically.
Budget: A running total of the player's spending so far, it decreases as items are added to the
cart, helping the player to manage their finances.
Store Closing Timer: A countdown clock, signaling the time left before the store closes.

The flash sale announcements are made through standard UI elements, appearing prominently
in the center of the game screen to grab the player's attention. They disappear once the flash
sale is over.
Please note that while the smartphone UI is visible and displays crucial game information, the
player does not interact with it directly.

Normal UI Flash sale UI


Art Direction/Style
Sale Sprint features a low-poly, cartoon-style design approach that brings a sense of fun,
light-heartedness, and approachability to the game. The use of bright, bold colours and simple
shapes makes the game visually engaging and easy to understand, appealing to a broad range
of players.
The supermarket setting is bustling with life and full of visually distinct sections for different
types of products. Shelves are stacked with diverse items represented by simple, iconic shapes
and colours, making it easy for players to distinguish between them at a glance. Flashy signage
for different product sections, alongside distinct ground markings, guide the player through the
store layout.
The low-poly art style lends itself well to the vibrant and fun atmosphere of the game. It creates
an appealing visual contrast between the different items, shelves, and other objects within the
game, which helps players to easily navigate the supermarket environment.
As for the user interface, it follows the same low-poly, cartoonish design philosophy, ensuring
cohesiveness across all game elements. The shopping list, countdown timer, and total spending
display are all designed with simple shapes, clean lines, and bright, bold colours that are easy
on the eyes. These UI elements are easily accessible and understandable, further enhancing
the player's immersion in the game.

Open Questions & Design Hypotheses


Player Engagement and Difficulty Scaling: Will the game maintain player interest over
multiple rounds, or will it become too repetitive? Do we need to introduce more complexity or
different mechanics to keep the game challenging and engaging over time?
Character-Specific Shopping Lists: Would adding multiple playable characters with
character-specific shopping lists (eg dietary restrictions, preferred brands, etc.) increase the
strategic depth and personalization of the game, or would it add unnecessary complexity?
In-game Obstacles: How do in-game obstacles, like other shoppers or stock carts, impact the
game's pace and player's experience? Are they seen as an exciting challenge or an annoying
hindrance?
Balancing Budget and Time: Is the balance between managing the budget and beating the
clock well-set, or do players tend to ignore one aspect over the other?

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