Personal Project: Indie Game
Genre: Horror / Simultion
Platform: PC
Game Engine: Godot
My Role: Creator, Game Designer and Lead Developer
My first attempt at a commercial release game. Mon-Store is a cosy shop simulator juxstaposed with horror resource management mechanics.
The Idea came about from a study i read on steam players and the most successful game genres. horror was frequently at the top the most sucessful games list. That combined with the recent explosion of store and mangement-style games such as Schedule I and Shop Simulator. it seemed there was space in the market for a game that combined popular, addicting shop simulation and tycoon building mechanics with fun to watch, engaging horror gameplay
Asset Curation: I am attempting to craft PSX style aesthetic with this game so i am purchacing and licencing assets from 3D artisits
Game Progression: Working on a rewarding progression for the player with the goal being long-term playability
Mechanics: devising and implementing the mechanics for the game
Each customer is spawned in at random, however certain monsters are most common on certain days. for example., warewolves will be more common spawn on full moons and vampires will not come in on sundays.
if they have all their goods they transition to the desk and pay with coins the player can use to purchase goods, upgrades and warding materials. the player can also choose to expand the shop or get decorations to make it their own.
If a customer does not have what they are looking for, the monsters will attempt to attack the player. this is where the horror element comes in, keeping players constantly watching their customers. anxios if they have exactly everything they needed has proven to be both nerve racking and a good way to make sure they diversify their store in early playtests
If the player has an appropriate warding material. the customer is forced to leave but the species will not return to the store for a set number of days.
A few of your customers
The Vampire
Warewolf
Zombie
These creatures are mischievious and will try to steal from your store periodically.
These helpful creatues are designed for mid to late game assistance. as you expand your store, faires will be able to collect goods and organize them so you can focus on other tasks within the shop
The lady is a mysterious woman who seems to have just everything you need. you can purchase warding materials to keep certain monsters at bay as well as fairies and other assistance
The Store
The Graveyard
Each location offers a distinct gameplay experience, designed to raise and release tension in unique ways.
At the store, the player is tasked with filling shelves and maintaining inventory to meet customer demand.
The graveyard introduces a more deliberate and risky decision-making loop. Each night, the player may dig a single grave to obtain body parts and collect one item for customers. This forces the player to stay aware of their current inventory and carefully consider what resources are most needed, balancing risk, efficiency, and long-term planning.
Each location exists as a separate game scene, with connected locations preloaded and stored to allow for smooth transitions between areas.
Location-specific data is serialized and saved using Godot’s Resource system. These resources are stored as files within the game data and are loaded alongside their corresponding scenes, ensuring persistent and modular world state management.
Graveyard data is reset at the start of each day, preparing the location for the next visit and preventing the need for manual reset triggers.
Each scene includes a pre-baked navigation mesh that is loaded alongside the scene itself. This enables efficient scene loading and ensures AI agents behave correctly, preventing them from navigating into unintended areas.